Esempio n. 1
0
    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();
        }
    }
Esempio n. 2
0
    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();
        }
    }
Esempio n. 3
0
    // Update is called once per frame
    void Update()
    {
        m_actionInfoRegionSeeker.ProceedTime(m_musicManager.DeltaBeatCountFromStart);

        m_seekSlider.is_button_down = Input.GetMouseButton(0);
    }