/*************************************************************************//** * @} * @defgroup SC_NDiaPubFunc Public Functions * @ingroup DocSC_NDia * These are functions that allow for interaction between the SC_NoteDialog and other classes. * @{ *****************************************************************************/ /** * @brief Loads a @link Music::CombinedNote note@endlink into the SC_NoteDialog * @param[in] aNote The @link Music::CombinedNote note@endlink to load. */ public void LoadNoteIntoDialog(Music.CombinedNote aNote) { Music.MelodyNote melody = aNote.MusicalNote; Music.PercussionNote percussion = aNote.Drums; // Add display panels. if (melody.NumPitches > 0) { // Add each pitch in the note. int index = 0; foreach (Music.PITCH pitch in melody.Pitches) { GameObject clone = Instantiate(Resources.Load <GameObject>(PDDP_PREFAB_PATH)); clone.transform.SetParent(mMelodyDisplay); SC_PitchDrumDisplayPanel panel = clone.AddComponent <SC_PitchDrumDisplayPanel>(); panel.InitializeAsPitchDisplay(melody.Pitches[index], melody.Lengths[index], melody.Velocities[index]); panel.SetParentContainer(this); mPitches.Add(panel); index++; clone = null; } } // Add each drum in the note. if (percussion.NumHits > 0) { int index = 0; foreach (Music.DRUM drum in percussion.Hits) { GameObject clone = Instantiate(Resources.Load <GameObject>(PDDP_PREFAB_PATH)); clone.transform.SetParent(mPercussionDisplay); SC_PitchDrumDisplayPanel panel = clone.AddComponent <SC_PitchDrumDisplayPanel>(); panel.InitializeAsDrumDisplay(percussion.Hits[index], percussion.Velocities[index]); panel.SetParentContainer(this); mDrums.Add(panel); index++; clone = null; } } // Set the offset panel. mOffsetPanel.SetSelected(aNote.OffsetFromPrevNote); // Set the Done button UpdateDoneButton(); }
/** * @brief Handles @link Music::PITCH pitches@endlink being added. * @param[in] aPitches The selected @link Music::PITCH pitches@endlink. * @param[in] aLength The selected @link Music::NoteLength length@endlink. * @param[in] aVelocity The selected @link DefVel velocity@endlink. */ private void OnPitchesAdded(Music.PITCH[] aPitches, Music.NoteLength aLength, int aVelocity) { // Add the pitches to the display container and the melody note. foreach (Music.PITCH pitch in aPitches) { // Create a pitch/drum display panel and get its script. GameObject clone = Instantiate(Resources.Load <GameObject>(PDDP_PREFAB_PATH)); SC_PitchDrumDisplayPanel newPanel = clone.AddComponent <SC_PitchDrumDisplayPanel>(); // Initialize the panel's values and add it to the list. newPanel.InitializeAsPitchDisplay(pitch, aLength, aVelocity); newPanel.SetParentContainer(this); mPitches.Add(newPanel); // Put the new panel in the melody display. clone.transform.SetParent(mMelodyDisplay, false); } UpdateDoneButton(); }
/** * @brief Handles @link Music::DRUM drums@endlink being added. * @param[in] aDrums The selected @link Music::DRUM drums@endlink. * @param[in] aVelocity The selected @link DefVel velocity@endlink. */ private void OnDrumsAdded(Music.DRUM[] aDrums, int aVelocity) { // Add the pitches to the display container and the melody note. foreach (Music.DRUM drum in aDrums) { // Create a pitch/drum display panel and get its script. GameObject clone = Instantiate(Resources.Load <GameObject>(PDDP_PREFAB_PATH)); SC_PitchDrumDisplayPanel newPanel = clone.AddComponent <SC_PitchDrumDisplayPanel>(); // Initialize the panel's values and add it to the list. newPanel.InitializeAsDrumDisplay(drum, aVelocity); newPanel.SetParentContainer(this); mDrums.Add(newPanel); // Put the new panel in the melody display. clone.transform.SetParent(mPercussionDisplay, false); } UpdateDoneButton(); }