void Update() { float piceOfMovement = startDistance / BeatsCount; for (int i = 1; i <= BeatsCount; i++) { rightImage[i - 1].rectTransform.anchoredPosition = Vector2.Lerp(new Vector2(piceOfMovement * i, 0), new Vector2(piceOfMovement * (i - 1), 0), BeatManager.GetTimeToQuarterNote()); lefImage[i - 1].rectTransform.anchoredPosition = Vector2.Lerp(new Vector2(-piceOfMovement * i, 0), new Vector2(-piceOfMovement * (i - 1), 0), BeatManager.GetTimeToQuarterNote()); if (i == BeatsCount) { rightImage[i - 1].color = new Color(startColor.r, startColor.g, startColor.b, BeatManager.GetTimeToQuarterNote()); lefImage[i - 1].color = new Color(startColor.r, startColor.g, startColor.b, BeatManager.GetTimeToQuarterNote()); } } float currentBeatTime = (float)BeatManager.OffBeatPercent(); bool showCircle = currentBeatTime <= PostBeatVisualzsion || currentBeatTime > 1 - PreBeatVisualzsion; BeatCircle.SetActive(showCircle); }
// Update is called once per frame void Update() { _sizeOverLifetime.sizeMultiplier = _sizeCurve.Evaluate(BeatManager.GetTimeToQuarterNote(_quarterNote)); }
private void Update() { _vfx.SetFloat("BeatTime", _beatCurve.Evaluate(BeatManager.GetTimeToQuarterNote())); _vfx.SetFloat("Sync Intensity/Performance", StreakCounterUI.GetCurrentStreakPercentage()); }
// Update is called once per frame void Update() { if (PauseGame.IsPaused()) { return; } _bloomer.intensity.value = Mathf.Lerp(minBloom, maxBloom, _lerpInCurve.Evaluate(BeatManager.GetTimeToQuarterNote())); _exposure.fixedExposure.value = Mathf.Lerp(minExposure, maxExposure, _lerpInCurve.Evaluate(BeatManager.GetTimeToQuarterNote())); }