void Start() { beatObserver = GetComponent <BeatObserver>(); particleBurst = GetComponent <ParticleSystem>(); beatCounter = 0; main = particleBurst.main; }
void Start() { beatObserver = GetComponent <BeatObserver>(); beatCounter = 0; totalBeats = 0; shader = Shader.Find("FX/Flare"); }
private BeatObserver CreateNewBeatObserver(float beatMeasure) { BeatObserver observer = new BeatObserver(beatMeasure); m_Observers.Add(observer); return(observer); }
void Start() { // anim = GetComponent<Animator>(); beatObserver = GetComponent <BeatObserver>(); Debug.Log("Modulo : " + (12 % 5)); }
protected override void Start() { base.Start (); _beatSync = GetComponent<BeatSynchronizer>(); _beatCounter = GetComponent<BeatCounter>(); _beatObserver = GetComponent<BeatObserver>(); _beatSync.enabled = false; _boss.gameObject.SetActive(false); _tilesSource = new MisObjectPool (_platforms[(int)PLATFORMS.BREAKABLE], 300, transform); _tilesSource.ExecActionInObjects (InitTile); _enemiesSource = new MisObjectPool (_enemies[(int)ENEMIES.MINION], 50, transform); _enemiesSource.ExecActionInObjects (InitEnemy); _tilesAdded = new List<GameObject> (); _tilesToDelete = new List<GameObject> (); _collidebleTiles = new Dictionary <Vector2, GameObject> (); _noiseGenerator = new PerlinNoise (0); _lenght = (int)(_beatCounter.audioSource.clip.length * 8f); _lenght += FST_SECTION + SND_SECTION + FST_JMP_SIZE; _spectrum = new float[SONG_SAMPLE_SIZE]; }
public void Start() { notesData = GetComponentInChildren <NotesData>(); data = new[] { 0, 0, 0, 0, 1, 1, 1, 1 }; manager.musician = this; observer = GetComponentInParent <BeatObserver>(); observer.WhenBeat += AdvanceAnim; }
private void notifyBeatObservers() { for (int i = 0; i < beatObservers.Count; i++) { BeatObserver observer = (BeatObserver)beatObservers[i]; observer.updateBeat(); } }
void Start() { beatObserver = GetComponent <BeatObserver>(); myLight = GetComponent <Light>(); beatCounter = 0; playing = true; firstBeat = true; size = 2f; }
//need to pull determing factors from spawner class. things like beat length, note number (soundclip), need to //be public variables in the spawner class and then assigned there or accessed here void Start() { beatObserver = GetComponent <BeatObserver>(); beatCounter = 0; MainSpawner = GameObject.FindGameObjectWithTag("TheSpawner"); pos = new Vector3(0, transform.position.y, 0); transform.position = pos; audio.clip = sample; }
private void Start() { beatObserver = gameObject.GetComponent <BeatObserver>(); beatCount = 0; recordedActions.Add(CharacterType.Fighter, CharacterAction.Idle); recordedActions.Add(CharacterType.Rogue, CharacterAction.Idle); recordedActions.Add(CharacterType.Wizard, CharacterAction.Idle); recordedActions.Add(CharacterType.Cleric, CharacterAction.Idle); }
//need to pull determing factors from spawner class. things like beat length, note number (soundclip), need to //be public variables in the spawner class and then assigned there or accessed here void Start() { beatObserver = GetComponent<BeatObserver>(); beatCounter = 0; MainSpawner = GameObject.FindGameObjectWithTag ("TheSpawner"); pos = new Vector3 (0, transform.position.y, 0); transform.position = pos; audio.clip = sample; }
public void removeObserver(BeatObserver o) { int i = beatObservers.IndexOf(o); if (i >= 0) { beatObservers.Remove(i); } }
void Awake() { rm = this; beatObserver = GetComponent<BeatObserver>(); normalColor = normalRing.GetComponent<Image>().color; rhythmCallbackList = new Dictionary<int, RhythmCallback>(); origTouchText = touchText; origOnthebeatText = onthebeatText; origBoostImage = boostImage; origRhythmRings = rhythmRings; }
void Awake() { mybody = GetComponent <Rigidbody2D>(); particles = GetComponentInChildren <ParticleSystem>(); beatObserver = GetComponent <BeatObserver>(); myTrigger = GameObject.FindGameObjectWithTag("Trigger").GetComponent <Script_Trigger>(); if (myTrigger == null) { Debug.Log("Didn't find a Trigger"); } }
// Use this for initialization void Start() { //beat observation stuff beatObserver = GetComponent <BeatObserver>(); Debug.Log(beatObserver); Debug.Log("TRIED TO FIND BEAT OBSERVER)"); beatSpeed = BeatSpeedCalc(); //StartCoroutine(RhythmTester()); //StartCoroutine(BeatGenerator()); }
// Use this for initialization void Start () { beatObserver = GameManager.Instance.grid.GetComponent<BeatObserver> (); grid = GetComponentInParent<EditModeGrid> (); source = GetComponent<AudioSource> (); source.clip = clip; bgAudio = GameManager.Instance.beat.Audio; myBeat = grid.getObjectPos (transform); myStart (); }
// Use this for initialization void Start() { if (GetComponent <BeatObserver>() != null) { beatObserver = GetComponent <BeatObserver>(); } else { beatObserver = GetComponentInParent <BeatObserver>(); } animator = GetComponent <Animator>(); }
private void Start() { beatObserver = GetComponent <BeatObserver>(); GenerateSectorMeshes(); planet = Instantiate(planet, transform); planet.name = "Planet " + transform.GetSiblingIndex(); Ray ray = new Ray(transform.position, StartDirection()); planet.transform.position = ray.GetPoint(system.CenterSpacing + system.RingSpacing * (float)transform.GetSiblingIndex()); }
// Use this for initialization void Start() { beatObserver = GetComponent <BeatObserver>(); float audioBpm = audioSource.GetComponent <BeatSynchronizer>().bpm; fullNoteInSamples = (60f / (audioBpm * BeatDecimalValues.values[(int)BeatValue.WholeBeat])) * audioSource.clip.frequency; fullNoteInSecs = fullNoteInSamples / audioSource.clip.frequency; quarterNoteInSamples = (60f / (audioBpm * BeatDecimalValues.values[(int)BeatValue.QuarterBeat])) * audioSource.clip.frequency; quarterNoteInSeconds = quarterNoteInSamples / audioSource.clip.frequency; //Debug.Log("Q NOTE SAMPLE COUNT" + quarterNoteInSamples); //Debug.Log("Q NOTES IN SONG" + audioSource.clip.samples/quarterNoteInSamples); //Debug.Log("Q Note In Seconds:"+ quarterNoteInSeconds); }
public void SubScribe(OnBeatDelegate function, float beatMeasure) { // Search for active BeatObserver for (int i = 0; i < m_Observers.Count; i++) { if (m_Observers[i].Measure == beatMeasure) { m_Observers[i].OnTrigger += function; return; } } // Add new BeatObserver if there is none for the measure yet. BeatObserver observer = CreateNewBeatObserver(beatMeasure); observer.OnTrigger += function; }
void IBeatModel.removeObserver(BeatObserver observer) { removeObserver(observer); }
void Start() { beatObserver = GetComponent <BeatObserver>(); particleBurst = GetComponent <ParticleSystem>(); playing = true; }
// Use this for initialization void Start() { rigidbody = gameObject.GetComponent <Rigidbody2D>(); beatObserver = GetComponent <BeatObserver>(); }
public void registerObserver(BeatObserver o) { beatObservers.Add(o); }
void Start() { beatObserver = GetComponent<BeatObserver>(); beatCounter = 0; }
void Awake() { colorChange = true; beatObserver = GetComponent<BeatObserver>(); }
void Start () { beat = GetComponent<BeatObserver> (); audioSource = GetComponent<AudioSource> (); }
void Start() { beatObserver = GetComponent<BeatObserver>(); light.enabled = false; }
// Use this for initialization void Start() { beatSynch = GetComponent <BeatSynchronizer>(); beatObserver = beatBar.GetComponent <BeatObserver>(); }
// Use this for initialization void Start () { animator = GetComponent<Animator> (); observer = GetComponent<BeatObserver> (); }
// Initialization - get the BeatObserver component. void Start() { onBeat = this.GetComponent <BeatObserver>(); }
void Start() { beatObserver = GetComponent <BeatObserver>(); light.enabled = false; }
// Use this for initialization void Start() { beatObserver = GetComponent <BeatObserver>(); }
// Use this for initialization void Start() { beatObserver = GetComponent<BeatObserver>(); }
void Start() { beatObserver = GetComponent <BeatObserver>(); beatCounter = 0; StartCoroutine(WaitPrint()); }
public void registerObs(BeatObserver o) { beatObservers.Add(o); }
void Start() { anim = GetComponent <Animator>(); beatObserver = GetComponent <BeatObserver>(); }
void Start() { beatObserver = GetComponent<BeatObserver>(); particleBurst = GetComponent<ParticleSystem>(); }
void Start() { beatObserver = GetComponent <BeatObserver>(); beatCounter = 0; }
void IBeatModel.registerObserver(BeatObserver observer) { registerObserver(observer); }
void Start() { // anim = GetComponent<Animator>(); beatObserver = GetComponent<BeatObserver>(); }
void Start() { onBeat = this.GetComponent <BeatObserver>(); spiderColor = this.GetComponent <SpriteRenderer>().color; }