// Start is called before the first frame update void Start() { Transform noteHolder = GameObject.Find("Notes").transform; RhythmTracker rt = GameObject.FindGameObjectWithTag("MusicSource").GetComponent <RhythmTracker>(); int n = rt.GetNoteCount(); for (int i = 0; i < n; i++) { GameObject note; if (!rt.NoteIsEnemy(i)) { note = Instantiate(notePrefab, transform.position, Quaternion.identity); } else { note = Instantiate(enemyNotePrefab, transform.position, Quaternion.identity); } note.transform.parent = noteHolder; note.SetActive(true); ScrollingNote sn = note.GetComponent <ScrollingNote>(); if (sn != null) { sn.isEnemy = rt.NoteIsEnemy(i); sn.notePos = i; } } }
void Start() { rhythm = GetComponent <RhythmTracker>(); musicPlayer = GetComponent <AudioSource>(); float loopStartTime = loopStartMeasure * timeSignature * 60f / rhythm.beatsPerMinute; loopEndTime = loopEndMeasure * timeSignature * 60f / rhythm.beatsPerMinute; loopDelta = loopEndTime - loopStartTime; }
void Awake() { // Singleton behavior if (instance != null) { Destroy(this); } else { instance = this; DontDestroyOnLoad(this); } // Set the main audio loop m_LoopAudioSource = new GameObject().AddComponent <AudioSource>(); m_LoopAudioSource.gameObject.name = "MainTracking"; m_LoopAudioSource.transform.parent = transform; m_LoopAudioSource.loop = true; m_LoopAudioSource.playOnAwake = false; m_LoopAudioSource.volume = 0; AudioClip silentClip = AudioClip.Create("100bpm-Silent", 423360, 1, 44100, false); m_LoopAudioSource.clip = silentClip; // If we're providing forewarnings on an offset, create a new child object with a // similarly set up audio source. This one will start right away, while the other will // start on after the offset time has passed. if (m_AdvancedNotificationOffset > 0) { m_OffsetAudioSource = new GameObject().AddComponent <AudioSource>(); m_OffsetAudioSource.gameObject.name = "OffsetTracking"; m_OffsetAudioSource.transform.parent = transform; m_OffsetAudioSource.loop = true; m_OffsetAudioSource.playOnAwake = false; m_OffsetAudioSource.clip = m_LoopAudioSource.clip; m_OffsetAudioSource.volume = 0; } // Initialize list of target samples m_HitList = new List <int>(); // Fill list with the the samples that represent target downbeats. for (int i = 0; i < m_SubDivisions; i++) { m_HitList.Add(m_LoopAudioSource.clip.samples / m_SubDivisions * i); } // Apply the tempo specified in the inspector. SetTempo(m_InitialTempo); // If PlayOnAwake is enabled, queue it up so Play() actually happens on the first frame. After everything's initialized and all subscriptions in // Start() and Awake() functions have been made. Otherwise, first beats will be intermittently skipped, depending on the order of initialization. if (m_PlayOnAwake) { StartCoroutine(PlayDelayedByFrame()); } }
public override void OnAwake() { if (instance == null) { instance = this; } else { Destroy(gameObject); } }
void Start() { vertical_speed = 0; current_speed = 1f; player_object = player.gameObject; start_moving = false; timer = FindObjectOfType(typeof(Timer)) as Timer; rhythm_tracker = FindObjectOfType(typeof(RhythmTracker)) as RhythmTracker; }
void Start() { home = transform.position; rt = GameObject.FindGameObjectWithTag("MusicSource").GetComponent <RhythmTracker>(); UpdatePos(); }
void Start() { rhythmTracker = canvas.GetComponent <RhythmTracker>(); footMotionData.AddFirst(0f); StartCoroutine(CheckSpeed()); }
private void Start() { playerManager = FindObjectOfType <PlayerManager>(); enemyStatsSO = FindObjectOfType <Enemy>().enemyStatSO; rhythmTracker = GetComponent <RhythmTracker>(); }
// Use this for initialization void Start() { rhythm_tracker = FindObjectOfType(typeof(RhythmTracker)) as RhythmTracker; }