示例#1
0
    /// <summary>
    /// 保存音乐时间节点
    /// </summary>
    /// <param name="dir"></param>
    /// <param name="time"></param>
    private void SaveMusicTimeNode(string dir, double time)
    {
        MusicTimeNode node = new MusicTimeNode();

        node.fallDir     = dir;
        node.tirggerTime = time;
        saveMusicTimeNodeList.Add(node);
    }
示例#2
0
    void Update()
    {
        currGameTime  = Time.time - startTime;
        currTime.text = currGameTime.ToString();

        if (createList.Count > 0)
        {
            MusicTimeNode node = createList[0];
            if ((currGameTime * 1000) >= (node.tirggerTime - createNodeTime))
            {
                GameObject    obj  = ResourcesMgr.Instance.LoadAsset(EnumResType.UIPrefab, node.fallDir, false);
                MusicNodeItem item = obj.GetComponent <MusicNodeItem>();
                item.currTime    = currGameTime;
                item.nodeDir     = node.fallDir;
                item.tirggerTime = node.tirggerTime;
                Utility.SetParentAndReset(obj, mountPoint);
                createList.Remove(node);
            }
        }

        if (!AudioMgr.Instance.GetAudioSorce.isPlaying && isOver)
        {
            GameOverSumGrade();
            gameOverTip.gameObject.SetActive(true);
            Invoke("OnBackBtnCallback", 5f);
            isOver = false;
        }

        if (Input.GetKeyDown(KeyCode.A))
        {
            SaveMusicTimeNode("leftDir", Mathf.Round(currGameTime * 1000));
        }

        if (Input.GetKeyDown(KeyCode.D))
        {
            SaveMusicTimeNode("rightDir", Mathf.Round(currGameTime * 1000));
        }

        if (Input.GetKeyDown(KeyCode.Space))
        {
            SaveToFile();
        }
    }