public void ChangeWalls(WallsData wallsData, int beatIndex) { _walls[0].gameObject.SetActive(wallsData.front); _walls[1].gameObject.SetActive(wallsData.back); _walls[2].gameObject.SetActive(wallsData.left); _walls[3].gameObject.SetActive(wallsData.right); }
public void Apply() { WallsData wallsData = GetWallsDataFromUI(); _musicLevelSetup.musicLevel.GetBeat(_beatIndex).walls = wallsData; _musicLevelEditor.UpdateIndex(); }
public void Preset(int beatIndex) { WallsData wallsData = _musicLevelSetup.musicLevel.GetBeat(beatIndex).walls; frontToggle.isOn = wallsData.front; backToggle.isOn = wallsData.back; leftToggle.isOn = wallsData.left; rightToggle.isOn = wallsData.right; }
private WallsData GetWallsDataFromUI() { WallsData wallsData = new WallsData { front = frontToggle.isOn, back = backToggle.isOn, left = leftToggle.isOn, right = rightToggle.isOn }; return(wallsData); }
public void ResetBeats() { musicLevel.ClearBeats(); int totalBeats = Mathf.FloorToInt(_rhythmController.TotalBeats) + _rhythmController.Level.BeatsBeforeLevelStarts; for (int i = 0; i < totalBeats; i++) { musicLevel.AddBeat(new LR_Beat()); } WallsData walls = new WallsData() { back = true, front = false, left = true, right = true }; musicLevel.GetBeat(0).changeWalls = true; musicLevel.GetBeat(0).walls = walls; }