public override BeatmapObjectContainer SpawnObject(BeatmapObject obj) { BeatmapBPMChangeContainer beatmapBPMChange = BeatmapBPMChangeContainer.SpawnBPMChange(obj as BeatmapBPMChange, ref bpmPrefab); beatmapBPMChange.transform.SetParent(GridTransform); beatmapBPMChange.UpdateGridPosition(); LoadedContainers.Add(beatmapBPMChange); return(beatmapBPMChange); }
public override BeatmapObjectContainer SpawnObject(BeatmapObject obj, out BeatmapObjectContainer conflicting, bool removeConflicting = true) { conflicting = null; BeatmapBPMChangeContainer beatmapBPMChange = BeatmapBPMChangeContainer.SpawnBPMChange(obj as BeatmapBPMChange, ref bpmPrefab); beatmapBPMChange.transform.SetParent(GridTransform); beatmapBPMChange.UpdateGridPosition(); LoadedContainers.Add(beatmapBPMChange); SelectionController.RefreshMap(); return(beatmapBPMChange); }
public override BeatmapObjectContainer SpawnObject(BeatmapObject obj, out BeatmapObjectContainer conflicting, bool removeConflicting = true, bool refreshMap = true) { if (LoadedContainers.Count >= ShaderArrayMaxSize) { Debug.LogError("Something's wrong, I can feel it!\nMore BPM Changes are present then what Unity shaders allow!"); } conflicting = null; BeatmapBPMChangeContainer beatmapBPMChange = BeatmapBPMChangeContainer.SpawnBPMChange(obj as BeatmapBPMChange, ref bpmPrefab); beatmapBPMChange.transform.SetParent(GridTransform); beatmapBPMChange.UpdateGridPosition(); LoadedContainers.Add(beatmapBPMChange); if (refreshMap) { SelectionController.RefreshMap(); } return(beatmapBPMChange); }
public override BeatmapObjectContainer CreateContainer() => BeatmapBPMChangeContainer.SpawnBPMChange(null, ref bpmPrefab);