예제 #1
0
        public void OnEnable()
        {
            //Bindings on the UI elements will target the attached BeatMachine.cs script
            _beatMachine             = (BeatMachine)target;
            _beatMachine.m_metronome = _beatMachine.transform.GetComponent <Metronome>();

            //Initialize the UI Elements
            _RootElement       = new VisualElement();
            _ControlElement    = new VisualElement();
            _PatternSetElement = new VisualElement();

            _RootElement.name       = "RootElement";
            _ControlElement.name    = "ControlsAndButtons";
            _PatternSetElement.name = "PatternSets";

            //Load the templates
            _BeatMachineTemplate = AssetDatabase.LoadAssetAtPath <VisualTreeAsset>("Assets/Metronome/Scripts/Editor/BeatMachineTemplate.uxml");
            _BeatPatternTemplate = AssetDatabase.LoadAssetAtPath <VisualTreeAsset>("Assets/Metronome/Scripts/Editor/patternTemplate.uxml");
            _ControlTemplate     = AssetDatabase.LoadAssetAtPath <VisualTreeAsset>("Assets/Metronome/Scripts/Editor/ControlAreaTemplate.uxml");

            //Load the styles
            StyleSheet stylesheet = AssetDatabase.LoadAssetAtPath <StyleSheet>("Assets/Metronome/Scripts/Editor/BeatMachineTemplate.uss");

            _RootElement.styleSheets.Add(stylesheet);

            _beatMachine.ClearAllNotesFromScene();
            _beatMachine.UpdateMenus();
        }
 public virtual void Awake()
 {
     m_vfx         = this.GetComponentInChildren <ParticleSystem>();
     m_light       = this.GetComponentInChildren <Light>();
     m_pattern     = new List <bool>();
     m_beatMachine = FindObjectOfType <BeatMachine>();
     m_metronome   = FindObjectOfType <Metronome>();
 }
예제 #3
0
 private void Awake()
 {
     m_beatMachine = FindObjectOfType <BeatMachine>();
 }