void Start() { movementBeats.Add(2, 1); movementBeats.Add(6, 1); movementBeats.Add(10, 1); movementBeats.Add(14, 1); movementBeats.Add(30, 1); // POSITIONING ICONS positioningBeats.Add(16, 1); positioningBeats.Add(20, 1); positioningBeats.Add(24, 1); positioningBeats.Add(28, 1); //SWAPING CHARACTERS ON EVENT BEATS swapCharacterBeats.Add(2, 1); swapCharacterBeats.Add(6, 1); swapCharacterBeats.Add(10, 1); swapCharacterBeats.Add(14, 1); hitCharacterBeats.Add(0, 1); hitCharacterBeats.Add(4, 1); hitCharacterBeats.Add(8, 1); hitCharacterBeats.Add(12, 1); beatObserver = GetComponent <BeatObserverSequenced>(); }
// Use this for initialization void Start() { hitBeats = new Dictionary <int, int>(); for (int i = 0; i < beatAnims.Count; i++) { if (beatAnims[i] == 1) { hitBeats.Add(i, 1); } } //hitBeats.Add(2, 1); //hitBeats.Add(6, 1); //hitBeats.Add(10, 1); //hitBeats.Add(14, 1); beatObserver = gameObject.GetComponent <BeatObserverSequenced>(); nextBeatIndex = -1; }
private void Start() { beatObserver = gameObject.GetComponent <BeatObserverSequenced>(); currentBeat = 0; actions[16] = HeroAction; actions[18] = HeroAction; actions[20] = HeroAction; actions[22] = HeroAction; actions[24] = NpcAction; actions[26] = NpcAction; actions[28] = NpcAction; actions[30] = NpcAction; beatSamples = TempoUtils.instance.GetBeatInSamples(beatValue); Debug.Log("SAMPLES IN BEAT " + beatSamples); }
void Start() { beatObserver = gameObject.GetComponent <BeatObserverSequenced>(); ClearRecording(); }