예제 #1
0
    // Start is called before the first frame update
    void Start()
    {
        DebugWrapper.Assert(blinkTarget != null, $"'{this.gameObject}'는 blinkTarget이 없습니다.");

        isProcessing = true;
        interval     = 1f;
        StartCoroutine(BlinkProcess(interval));
    }
예제 #2
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    void Awake()
    {
        bmsHeader = new BMSHeader();
        DebugWrapper.Assert(bmsHeader != null, "BMS Header가 설정되지 않았습니다.");

        isLoadInfo = SingletonData.Instance.selectedMusicInfo != null ? true : false;

        testPath = Path.Combine(Application.dataPath, GlobalDefine.RESOURCE_BASE_PATH, @"happiness\happiness_5b.bms");
        bmsHeader.BmsFilePath   = isLoadInfo ? SingletonData.Instance.selectedMusicInfo.bmsFilePath.bmsPath : testPath;
        bmsHeader.BmsParentPath = isLoadInfo ? SingletonData.Instance.selectedMusicInfo.bmsFilePath.bmsParentPath : Path.GetDirectoryName(testPath);
    }
예제 #3
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    private void Awake()
    {
        DebugWrapper.Assert(judgeTextSpriteArr != null, this.GetType() + " : Where is Judge Text Sprite");

        this.Initialize();

        numberling.numberlingPrevAction = () =>
        {
            numberling.ParentPanel.transform.localScale = Vector2.zero;
            numberling.ParentPanel.transform.DOScale(Vector2.one, 0.1f).SetEase(Ease.OutQuint);
        };
    }
예제 #4
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    public void BeatSetting(int bpm)
    {
        // 60BPM에서 초당 마디 = 0.25마디(4개의 노트)
        DebugWrapper.Assert(bpm != 0, "BPM 값이 설정되지 않았습니다.");

        BarPerSec  = bpm / (60.0f * GlobalDefine.STD_BEAT);
        SecPerBar  = 1 / BarPerSec;
        BeatPerSec = GlobalDefine.BEAT_PER_BAR * BarPerSec;
        SecPerBeat = 1 / BeatPerSec;

        PerfectJudgeTime = SecPerBeat * 0.5f;
        GreatJudgeTime   = SecPerBeat * 1.5f;
        GoodJudgeTime    = SecPerBeat * 2.5f;
    }
예제 #5
0
    private void Awake()
    {
        DebugWrapper.Assert(notePrefab != null, "노트 프리팹을 설정해주세요.");

        this.Initialize();
    }