示例#1
0
    public override void OnInspectorGUI()
    {
        BeatLevelManager _myBeatLevelManager = (BeatLevelManager)target;

        DrawDefaultInspector();

        List <Vector4> list = _myBeatLevelManager.beatList;

        if (GUILayout.Button("Add new beat"))
        {
            Debug.Log("Button pressed.");

            //以下为新增
            list.Add(_myBeatLevelManager.Beat);
            int max = list.Count - 1;
            //Debug.Log(max);

            Vector3 x = new Vector3();

            /*
             * for (int i = 0; i < max; i++)
             * {
             * if (list[max - i].y < list[max - i - 1].y)
             * {
             *    x = list[max - i];
             *    list[max - i] = list[max - i - 1];
             *    list[max - i - 1] = x;
             * }
             * else
             * {
             *    Debug.Log("New Beat Inserted as: Element " + (max-i));
             *    break;
             * }
             *
             * //_myBeatLevelManager.beatList = list;
             * }
             */
        }

        if (GUILayout.Button("Delete beat"))
        {
            list.Remove(list[_myBeatLevelManager.RemoveBeatNumber]);
        }
    }
示例#2
0
    public float timeSinceRoundStarted = 0; // for the death text / scoreboard
    private void Awake()
    {
        timeSinceRoundStarted = 0;
        if (BeatLevelManager.instance == null)
        {
            instance = this;
        }

        m_BeatChannels = new List <BeatChannel>();
        foreach (Organ organ in m_levelConfig.levelOrgans)
        {
            Organ       tempOrgan = organ;
            BeatChannel channel   = new BeatChannel(() => { return(tempOrgan); });
            channel.lastBeatTime = Time.time - channel.beatIntervalSeconds;

            m_NameToBeatChannel.Add(organ.organName, channel);
            StartCoroutine(updateRoutine(channel));
        }

        m_BeatChannels.AddRange(m_NameToBeatChannel.Values);
    }