void Update() { if (m_musicManager.IsPlaying()) { m_seekerBack.ProceedTime(m_musicManager.beatCountFromStart - m_musicManager.previousBeatCountFromStart); m_seekerFront.ProceedTime(m_musicManager.beatCountFromStart - m_musicManager.previousBeatCountFromStart); } // 显示标记 this.draw_markers(); // 显示得分 this.uiScoreText.text = "Score: " + m_scoringManager.score; // 进度条 this.draw_temper_guage(); if (m_musicManager.IsPlaying()) { // 显示消息(Excellent/Good/Miss) this.draw_message(); // 命中时的特效 this.draw_hit_effect(); } }
void Update() { if (m_musicManager.IsPlaying()) { m_seekerBack.ProceedTime(m_musicManager.beatCountFromStart - m_musicManager.previousBeatCountFromStart); m_seekerFront.ProceedTime(m_musicManager.beatCountFromStart - m_musicManager.previousBeatCountFromStart); } // マーカーの表示. this.draw_markers(); // スコアーの表示. this.uiScoreText.text = "Score: " + m_scoringManager.score; // 盛り上がりゲージ表示. this.draw_temper_guage(); if (m_musicManager.IsPlaying()) { // メッセージ(Excellent/Good/Miss)を表示. this.draw_message(); // アクションタイミングのヒットエフェクト. this.draw_hit_effect(); } }
// Update is called once per frame void Update() { m_actionInfoRegionSeeker.ProceedTime(m_musicManager.DeltaBeatCountFromStart); m_seekSlider.is_button_down = Input.GetMouseButton(0); }