// メンバ関数の定義 ===================================================== #region 初期化処理 //----------------------------------------------------------------- //! @summary 初期化処理 //! //! @parameter [void] なし //! //! @return なし //----------------------------------------------------------------- public void Initialize() { // コンポーネントの取得 m_transform = GetComponent <RectTransform>(); m_glowImage = GetComponent <GlowImage>(); m_musicalScoreTransform = m_transform.parent.GetComponent <RectTransform>(); m_audioSource = GetComponent <AudioSource>(); // データの初期化 m_notesData = ScriptableObject.CreateInstance <PiarhythmDatas.NoteData>(); // 色の初期化 PiarhythmDatas.Color colorData = new PiarhythmDatas.Color(); colorData.r = Color.green.r; colorData.g = Color.green.g; colorData.b = Color.green.b; colorData.a = Color.green.a; m_notesData.m_color = colorData; m_glowImage.color = m_glowImage.glowColor = Color.green; // スケールの初期化 m_transform.localScale = Vector3.one; // 音階の設定 SetNotesScale("C4"); // 手前に持ってくる Vector3 position = m_transform.localPosition; position.z = 0.0f; m_transform.localPosition = position; // 開始時間と長さの初期化 PiarhythmDatas.PositionData positionData = new PiarhythmDatas.PositionData(); positionData.m_position = m_transform.offsetMin.y; positionData.m_lenght = m_transform.sizeDelta.y; PiarhythmDatas.NoteData notesData = m_optionSheetController.ConvertToNotesData(positionData); m_notesData.m_startBeat = notesData.m_startBeat; m_notesData.m_noteLength = 2; positionData = m_optionSheetController.ConvertToPositionData(m_notesData.m_startBeat, m_notesData.m_noteLength); m_transform.offsetMin = new Vector2(m_transform.offsetMin.x, positionData.m_position); m_transform.offsetMax = new Vector2(m_transform.offsetMax.x, m_transform.offsetMin.y + positionData.m_lenght); // 光彩を切る m_glowImage.glowSize = 0.0f; }
// メンバ関数の定義 ===================================================== #region 初期化処理 //----------------------------------------------------------------- //! @summary 初期化処理 //! //! @parameter [void] なし //! //! @return なし //----------------------------------------------------------------- public void Initialize() { // コンポーネントの取得 m_transform = GetComponent <RectTransform>(); m_glowImage = GetComponent <GlowImage>(); m_musicalScoreTransform = m_transform.parent.GetComponent <RectTransform>(); m_audioSource = GetComponent <AudioSource>(); // 色の初期化 UnityEngine.Color color = new UnityEngine.Color(m_noteList[0].m_color.r, m_noteList[0].m_color.g, m_noteList[0].m_color.b, m_noteList[0].m_color.a); m_glowImage.color = m_glowImage.glowColor = color; // スケールの初期化 m_transform.localScale = Vector3.one; // 音階の設定 SetNotesScale(m_noteList[0].m_scale); // 手前に持ってくる Vector3 position = m_transform.localPosition; position.z = 0.0f; m_transform.localPosition = position; // 開始時間と長さの初期化 PiarhythmDatas.PositionData positionData = m_optionSheetController.ConvertToPositionData(m_noteList[0].m_startBeat, m_noteList[0].m_noteLength); m_transform.offsetMin = new Vector2(m_transform.offsetMin.x, positionData.m_position); m_transform.offsetMax = new Vector2(m_transform.offsetMax.x, m_transform.offsetMin.y + positionData.m_lenght); for (int i = 1; i < m_noteList.Count; ++i) { positionData = m_optionSheetController.ConvertToPositionData(m_noteList[i].m_startBeat, m_noteList[i].m_noteLength); Vector2 offsetMax = m_transform.offsetMax; offsetMax.y += positionData.m_lenght; m_transform.offsetMax = offsetMax; } // 光彩を切る m_glowImage.glowSize = 0.0f; }