// Start is called before the first frame update void Start() { DebugWrapper.Assert(blinkTarget != null, $"'{this.gameObject}'는 blinkTarget이 없습니다."); isProcessing = true; interval = 1f; StartCoroutine(BlinkProcess(interval)); }
void Awake() { bmsHeader = new BMSHeader(); DebugWrapper.Assert(bmsHeader != null, "BMS Header가 설정되지 않았습니다."); isLoadInfo = SingletonData.Instance.selectedMusicInfo != null ? true : false; testPath = Path.Combine(Application.dataPath, GlobalDefine.RESOURCE_BASE_PATH, @"happiness\happiness_5b.bms"); bmsHeader.BmsFilePath = isLoadInfo ? SingletonData.Instance.selectedMusicInfo.bmsFilePath.bmsPath : testPath; bmsHeader.BmsParentPath = isLoadInfo ? SingletonData.Instance.selectedMusicInfo.bmsFilePath.bmsParentPath : Path.GetDirectoryName(testPath); }
private void Awake() { DebugWrapper.Assert(judgeTextSpriteArr != null, this.GetType() + " : Where is Judge Text Sprite"); this.Initialize(); numberling.numberlingPrevAction = () => { numberling.ParentPanel.transform.localScale = Vector2.zero; numberling.ParentPanel.transform.DOScale(Vector2.one, 0.1f).SetEase(Ease.OutQuint); }; }
public void BeatSetting(int bpm) { // 60BPM에서 초당 마디 = 0.25마디(4개의 노트) DebugWrapper.Assert(bpm != 0, "BPM 값이 설정되지 않았습니다."); BarPerSec = bpm / (60.0f * GlobalDefine.STD_BEAT); SecPerBar = 1 / BarPerSec; BeatPerSec = GlobalDefine.BEAT_PER_BAR * BarPerSec; SecPerBeat = 1 / BeatPerSec; PerfectJudgeTime = SecPerBeat * 0.5f; GreatJudgeTime = SecPerBeat * 1.5f; GoodJudgeTime = SecPerBeat * 2.5f; }
private void Awake() { DebugWrapper.Assert(notePrefab != null, "노트 프리팹을 설정해주세요."); this.Initialize(); }