public void tap() { float currentTap = Time.fixedTime; if (taps.Count > 0) { float lastTap = taps[taps.Count - 1]; float delta = currentTap - lastTap; int numberOfDeltas = taps.Count - 1; float tolerance = meanDelta * (1.0f - accuracy); if (delta > meanDelta + tolerance || delta < meanDelta - tolerance) { Reset(); meanDelta = delta; Debug.Log("reset"); BPMManager.Phase(); } else { meanDelta = (meanDelta * numberOfDeltas + delta) / (numberOfDeltas + 1); } UpdateBPM(); game.GetComponent <HealthManager>().setBPM(BPM); game.GetComponent <MoveSegment>().setSpeed(BPM); } taps.Add(currentTap); }
private void GameOver() { BPMManager.Phase(); gameOver.SetActive(true); StartCoroutine(Countdown()); }