// Start is called before the first frame update void Start() { GameObject gameManager = GameObject.Find("GameManager"); sceneHistory = gameManager.GetComponent <SceneHistory>(); sceneHistory.LoadScene(sceneToLoad); }
protected override void Awake() { base.Awake(); if (Application.isPlaying) { onClick.AddListener(() => SceneHistory.LoadScene(RythmGameSettings.GameMode.gameScene)); } }
private void Update() { if (voteIsRunning && Time.time > timeVoteStarted + defaultVoteTime) { voteIsRunning = false; TwitchClient.Instance.OnMessageReceived -= VoteHandler; int winnerID = 0; for (int i = 1; i < songVotes.Length; ++i) { if (songVotes[i] > songVotes[winnerID]) { winnerID = i; } } float winnerDifficulty = (float)difficultyCumulatedVotes / votesCount; TwitchClient.Instance.SendMessage("Vote has ended, thanks for your participation !"); TwitchClient.Instance.SendMessage($"Song {choices[winnerID].Id} with difficulty {System.Math.Round(winnerDifficulty, 1)} have been choosen !"); NotificationManager.Instance.PushNotification("Vote has ended", Color.white, Color.blue); RythmGameSettings.BeatmapToLoad = choices[winnerID].Song.BeatmapContainer; RythmGameSettings.Difficulty = winnerDifficulty; SceneHistory.LoadScene("TwitchMode"); } if (voteIsRunning) { for (int i = 0; i < choices.Length; ++i) { if (Input.GetKeyDown(KeyCode.A + i)) { songVotes[i]++; difficultyCumulatedVotes += Random.Range(1, 5); votesCount++; Debug.Log(difficultyCumulatedVotes / (float)votesCount); } } if (votesCount != 0) { for (int i = 0; i < choices.Length; ++i) { choices[i].Percentage = (float)songVotes[i] / votesCount; } DifficultyCursor.Difficulty = (float)difficultyCumulatedVotes / votesCount; } } }
protected override void Awake() { base.Awake(); onClick.AddListener(() => SceneHistory.LoadScene(ScenePath)); }