private void SetPosition() { RectTransform rt = GetComponent <RectTransform>(); var pos = ClipInfo.SecToPixel(Time); rt.anchorMin = new Vector2(pos, 0.0f); rt.anchorMax = new Vector2(pos, 1.0f); rt.anchoredPosition = new Vector2(0, 0); rt.offsetMin = new Vector2(0, 0); rt.offsetMax = new Vector2(30, 0); rt.localScale = Vector3.one; }
public void SetCursorPosition() { //TextCurrentTime.text = string.Format("{0:000.00}", CursorPosition); var newTime = ClipInfo.SecToPixel(_cursorTime); _cursor.anchorMin = new Vector2(newTime, 0); _cursor.anchorMax = new Vector2(newTime, 1); _cursor.anchoredPosition = Vector2.zero; _videoManager.SetTime(_cursorTime); _audioManager.UpdatePlayTime(_cursorTime); }
public void ChangeGridOffset(float offset) { float clipTimeSizeInMinutes = ClipInfo.ClipTimeSize / 60; _offset = offset; float width = BarsParent.GetComponent <RectTransform> ().rect.width; for (int i = 0; i < _gridLines.Count; i++) { float time = ClipInfo.ClipTimeSize / _gridLines.Count * i + offset; time = (float)Math.Round(time, 2); float pos = ClipInfo.SecToPixel(time); _gridLines[i].name = time.ToString("F2"); SetPosition(_gridLines[i], pos); } }
private void CreateGridObjects() { float clipTimeSizeInMinutes = ClipInfo.ClipTimeSize / 60; int numberOfLines = (int)clipTimeSizeInMinutes * _bpm; for (int i = 0; i <= numberOfLines; i++) { float time = ClipInfo.ClipTimeSize / numberOfLines * i + _offset; time = (float)Math.Round(time, 2); float pos = ClipInfo.SecToPixel(time); GameObject timeGridLine = CreateGridBarObject(time.ToString("F2")); RectTransform rectTransform = timeGridLine.GetComponent <RectTransform> (); SetPosition(rectTransform, pos); rectTransform.gameObject.SetActive(_showGridLines); _gridLines.Add(rectTransform); } }
private void Update() { //Update cursor in screen. if (_audioManager.IsPlaying()) { float playTime = _audioManager.GetCurrentClipTime(); if (_waveTimeRange.y < playTime || _waveTimeRange.x > playTime) { UpdateClipRenderTimes(); StartCoroutine(BarToPosition(_audioManager.GetCurrentClipTime())); } float position = ClipInfo.SecToPixel(playTime); _cursor.anchorMin = new Vector2(position, 0); _cursor.anchorMax = new Vector2(position, 1); _cursor.anchoredPosition = Vector2.zero; _propertiesManager.UpdateClipTime(playTime.ToString("F2")); } Inputs(); }