/// <summary> /// 保存音乐时间节点 /// </summary> /// <param name="dir"></param> /// <param name="time"></param> private void SaveMusicTimeNode(string dir, double time) { MusicTimeNode node = new MusicTimeNode(); node.fallDir = dir; node.tirggerTime = time; saveMusicTimeNodeList.Add(node); }
void Update() { currGameTime = Time.time - startTime; currTime.text = currGameTime.ToString(); if (createList.Count > 0) { MusicTimeNode node = createList[0]; if ((currGameTime * 1000) >= (node.tirggerTime - createNodeTime)) { GameObject obj = ResourcesMgr.Instance.LoadAsset(EnumResType.UIPrefab, node.fallDir, false); MusicNodeItem item = obj.GetComponent <MusicNodeItem>(); item.currTime = currGameTime; item.nodeDir = node.fallDir; item.tirggerTime = node.tirggerTime; Utility.SetParentAndReset(obj, mountPoint); createList.Remove(node); } } if (!AudioMgr.Instance.GetAudioSorce.isPlaying && isOver) { GameOverSumGrade(); gameOverTip.gameObject.SetActive(true); Invoke("OnBackBtnCallback", 5f); isOver = false; } if (Input.GetKeyDown(KeyCode.A)) { SaveMusicTimeNode("leftDir", Mathf.Round(currGameTime * 1000)); } if (Input.GetKeyDown(KeyCode.D)) { SaveMusicTimeNode("rightDir", Mathf.Round(currGameTime * 1000)); } if (Input.GetKeyDown(KeyCode.Space)) { SaveToFile(); } }