void Start() { textLine = musicSyncText.text.Split('\n'); musicSync = new MusicSync[textLine.Length]; for (int i = 0; i < textLine.Length; i++) { musicSync[i] = new MusicSync(0, string.Empty); string[] tempText = textLine[i].Split(','); musicSync[i].time = float.Parse(tempText[0]); //string 뒷부분에 null값이 자동으로 들어가기 때문에 마지막 null 삭제 musicSync[i].direction = tempText[1].Substring(0, tempText[1].Length - 1); //string 마지막은 null이 생기지 않기때문에 예외처리 / \n 예외처리 for (int enumAmount = 0; enumAmount < 4; enumAmount++) { Direction tempDirection = (Direction)enumAmount; if (tempText[1].Length.Equals(tempDirection.ToString().Length) || i.Equals(textLine.Length - 1)) { musicSync[i].direction = tempText[1]; break; } } } StartCoroutine(MusicStart()); StartCoroutine(MusicSyncSet()); }
void Start() { charisma = 70f; this.isFastFoward = false; portrait_animator = GameObject.FindWithTag("CharismaPortrait").GetComponent <Animator>(); musicSync = FindObjectOfType <MusicSync>(); }
// Set up class fields void Init() { this.pauseScreen.SetActive(false); // disable pause screen at beginning of game this.isGamePaused = false; // tells LoadArcadeScene to load settings based on THIS scene LoadArcadeScene.sceneFrom = SceneManager.GetActiveScene().name; this.musicSync = FindObjectOfType <MusicSync>(); this.input = FindObjectOfType <PlayerInput>(); UIInputHandler.Instance.OnPause.AddListener(PauseKeyPressed); }