Пример #1
0
    public override BeatmapObjectContainer SpawnObject(BeatmapObject obj)
    {
        BeatmapBPMChangeContainer beatmapBPMChange = BeatmapBPMChangeContainer.SpawnBPMChange(obj as BeatmapBPMChange, ref bpmPrefab);

        beatmapBPMChange.transform.SetParent(GridTransform);
        beatmapBPMChange.UpdateGridPosition();
        LoadedContainers.Add(beatmapBPMChange);
        return(beatmapBPMChange);
    }
Пример #2
0
    public override BeatmapObjectContainer SpawnObject(BeatmapObject obj, out BeatmapObjectContainer conflicting, bool removeConflicting = true)
    {
        conflicting = null;
        BeatmapBPMChangeContainer beatmapBPMChange = BeatmapBPMChangeContainer.SpawnBPMChange(obj as BeatmapBPMChange, ref bpmPrefab);

        beatmapBPMChange.transform.SetParent(GridTransform);
        beatmapBPMChange.UpdateGridPosition();
        LoadedContainers.Add(beatmapBPMChange);
        SelectionController.RefreshMap();
        return(beatmapBPMChange);
    }
Пример #3
0
    public override BeatmapObjectContainer SpawnObject(BeatmapObject obj, out BeatmapObjectContainer conflicting, bool removeConflicting = true, bool refreshMap = true)
    {
        if (LoadedContainers.Count >= ShaderArrayMaxSize)
        {
            Debug.LogError("Something's wrong, I can feel it!\nMore BPM Changes are present then what Unity shaders allow!");
        }
        conflicting = null;
        BeatmapBPMChangeContainer beatmapBPMChange = BeatmapBPMChangeContainer.SpawnBPMChange(obj as BeatmapBPMChange, ref bpmPrefab);

        beatmapBPMChange.transform.SetParent(GridTransform);
        beatmapBPMChange.UpdateGridPosition();
        LoadedContainers.Add(beatmapBPMChange);
        if (refreshMap)
        {
            SelectionController.RefreshMap();
        }
        return(beatmapBPMChange);
    }
Пример #4
0
 public override BeatmapObjectContainer CreateContainer() => BeatmapBPMChangeContainer.SpawnBPMChange(null, ref bpmPrefab);