///<summary> /// Detect if key is down more than 2 seconds ///</summary> private void DetectHoldedKey() { float time = 0.2f; // FIXME: time == lenght of smallest enemy // (smallest mean push key not hold) if (_pushedTime >= time) { state = KeyNoteState.Holded; } }
///<summary> /// Play when midi is set up ///</summary> private void PlayMidi() { if (WasPres()) { state = KeyNoteState.Pressed; Play(); } if (WasJustReleased()) { state = KeyNoteState.Released; Stop(); } }
///<summary> /// Play when PC keyboard is selected ///</summary> private void PlayPC() { if (Input.GetKeyDown(code)) { state = KeyNoteState.Pressed; Play(); } if (Input.GetKeyUp(code)) { state = KeyNoteState.Released; StopCounterHoldedKey(); Stop(); } }
///<summary> /// Set proper color based on keystate ///</summary> private void SetProperColor(KeyNoteState keyState) { if (IsKeyPressed() && IsWhiteNoteDefault()) { SetProperColor(new Color32(0, 128, 0, 255)); } else if (IsKeyPressed() && IsBlackNoteDefault()) { SetProperColor(new Color32(255, 255, 0, 255)); } if (IsKeyReleased()) { SetProperColor(_color); } }