void Update() { if (!hasStarted || isPaused || hasEnded) { return; } midiSequencer.AdvanceTime(Time.deltaTime * playbackSpeed); ticks = midiSequencer.ticks; if (ticks >= endTicks) { hasEnded = true; EndGame(); return; } UpdateBackgroundNotes(); gameplayManager.GenerateBlocks(); #if UNITY_EDITOR || UNITY_STANDALONE ProcessMouse(); #else ProcessTouches(); #endif if (keyboardMode) { ProcessKeyboard(); } gameplayManager.UpdateBlocks(); scoringManager.SetProgress(ticks / sequenceCollection.end); sf2Synth.Panic(); }