Exemple #1
0
    // Use this for initialization
    void Start()
    {
        grid  = GameObject.Find("SequencerGrid").GetComponent <SequencerGrid>();
        clock = GameObject.Find("Timer").GetComponent <BPMTimer>();

        _cells = new SequencerPad[grid.xSize, grid.ySize];

        _nextCells = new int[grid.xSize, grid.ySize];

        for (int x = 0, i = 0; x < grid.xSize; ++x)
        {
            for (int y = 0; y < grid.ySize; ++y, ++i)
            {
                _cells[x, y] = grid.mainGrid[i];
            }
        }

        BPMTimer.stepOccurred += incrementBeat;

        clearCells();
    }
Exemple #2
0
    // Use this for initialization
    void Start()
    {
        // Cannot access Unity random from Audio Thread so we have to use
        var r = new System.Random();

        randomSeed = (ulong)r.Next();

        grid  = GameObject.Find("SequencerGrid").GetComponent <SequencerGrid>();
        clock = GameObject.Find("Timer").GetComponent <BPMTimer>();

        BPMTimer.stepOccurred += incrementStep;

        totalSteps = (grid.xSize * grid.ySize);

        awake = true;

        currentTick += InitialOffset;
        firstStep   -= 1;

        currentTick = 0;
        lastTick    = 0;
    }