Esempio n. 1
0
 void Start( )
 {
     glitchEffect.enabled = true;
     //Load the sheet
     currentSheet = NoR2252Application.CurrentSheet;
     InitRecord( );
     foreach (SheetNote note in currentSheet.notes)
     {
         queueNotes.Enqueue(note);
     }
     video.url                  = currentSheet.music;
     title.text                 = currentSheet.name;
     author.text                = currentSheet.author;
     cover.texture              = currentSheet.cover;
     pauseTitle.text            = currentSheet.name;
     pauseAuthor.text           = currentSheet.author;
     NoR2252Application.PreLoad = currentSheet.notePreload;
     NoR2252Application.Size    = currentSheet.size;
     //add listener of video preparecompleted to OnPrepared
     //when video is ready call OnPrepared
     video.prepareCompleted += OnPrepared;
     clipLength              = Mathf.Infinity;
     //Set all the noteInfo to objectPooling
     //SetNoteToObjectPool ( );
     //play the fade animation
     uiAnimHandler.Animation.Play(uiFadeClip.name);
 }
Esempio n. 2
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    private void Start( )
    {
        Firebase.FirebaseApp.CheckAndFixDependenciesAsync( ).ContinueWith(task => {
            var dependencyStatus = task.Result;
            if (dependencyStatus == Firebase.DependencyStatus.Available)
            {
                // Create and hold a reference to your FirebaseApp,
                // where app is a Firebase.FirebaseApp property of your application class.
                //   app = Firebase.FirebaseApp.DefaultInstance;

                // Set a flag here to indicate whether Firebase is ready to use by your app.
            }
            else
            {
                UnityEngine.Debug.LogError(System.String.Format(
                                               "Could not resolve all Firebase dependencies: {0}", dependencyStatus));
                // Firebase Unity SDK is not safe to use here.
            }
        });
        if (IsTest)
        {
            NoR2252Application.Option = new Option(0f, 0.5f, 0.3f);
            GameSheet s = SourceLoader.LoadSheet(sheet, tex);
            NoR2252Application.CurrentSheet = s;
        }
    }
        public void TestGameSheets()
        {
            var    projectPath = Directory.GetParent(Directory.GetCurrentDirectory()).Parent.FullName;
            string filePath    = Path.Combine(projectPath, "Resources/playersheet.png");

            GameSheet gs = new GameSheet(filePath);

            Assert.IsNotNull(gs.Picture);
        }
Esempio n. 4
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        public static GameSheet LoadSheet(TextAsset sheetFile, Texture2D cover)
        {
            Sheet     s         = SourceLoader.LoadSheetFromBundle(sheetFile);
            GameSheet gameSheet = new GameSheet(s.name, s.author, s.bpm, s.notes, s.musicOffset, s.size, s.notePreload, s.screenSize);

            if (s != null)
            {
                gameSheet.music = Application.persistentDataPath + "/Editor/" + s.music + ".mp4";
                gameSheet.cover = cover;
            }
            return(gameSheet);
        }
Esempio n. 5
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        /// <summary>get the gamesheet from assetBundle also set the texture and video url</summary>
        public static GameSheet ConvertBundleToGameSheet(AssetBundle bundle)
        {
            TextAsset sheetFile = bundle.LoadAsset <TextAsset> (bundle.name);
            Sheet     s         = SourceLoader.LoadSheetFromBundle(sheetFile);
            GameSheet gameSheet = new GameSheet(s.name, s.author, s.bpm, s.notes, s.musicOffset, s.size, s.notePreload, s.screenSize);

            if (s != null)
            {
                Texture2D tex = bundle.LoadAsset <Texture2D> (s.cover);
                gameSheet.music = Application.persistentDataPath + "/Bundle/" + s.music + ".mp4";
                gameSheet.cover = tex;
            }
            return(gameSheet);
        }