private IEnumerator LoadLevelFail(string msg) { HoldOn.Hide(); Debug.LogError(msg); StopAllCoroutines(); Loading = false; GamePlaying = false; StageMusic.Main.Clear(); BeatMapManager.ClearBeatMap(); Resources.UnloadUnusedAssets(); yield return(null); }
private IEnumerator LoadLevel(string songPath, string beatMapPath) { Loading = true; StageMusic.Main.Stop(); RemoveAllNotes(NoteState.None); StageScore.Close(); HoldOn.Show(); HoldOn.SetProgress(0f / 2f); // Load Music yield return(LoadSong(songPath)); HoldOn.SetProgress(1f / 2f); // Load Beat Map yield return(LoadBeatMap(beatMapPath)); HoldOn.SetProgress(2f / 2f); HoldOn.Hide(); Resources.UnloadUnusedAssets(); TheStageSetting.AutoPlay = TheStageSetting.AutoPlayIsOn; GamePlaying = true; yield return(new WaitForSeconds(0.5f)); RemoveAllNotes(); yield return(new WaitForSeconds(0.5f)); // Ready -- Go -- StageMusic.Main.Play(); StageMicrophone.MicrophoneStart(Mathf.CeilToInt(StageMusic.Main.Length)); Loading = false; yield return(null); }
void Awake() { Main = this; Hide(); }