//Render all beats to the track void RenderBeats() { DestroyBeats(); foreach (Beat b in track.beats) { Transform beat; Utils.CreateUIImage(beatPrefab, new Vector2(Utils.TransformToTimelinePos(b.time), 0), _beatParent, out beat); UIBeatManager bm = beat.GetComponent <UIBeatManager>(); bm.Set(b, this); _beats.Add(bm); } UpdateBeats(); }
//Set the inital values of the Track public void Set(Track track) { instance = gameObject; _left = _beatParent.position.x; _image = instance.GetComponent <Image>(); this.track = track; _image.color = track.color; trackName.text = track.name; RenderBeats(); Transform beat; Utils.CreateUIImage(beatPrefab, Vector2.zero, _beatParent, out beat); _prevBeat = beat.GetComponent <UIBeatManager>(); _prevBeat.Set(new Beat(0f), this); beat.gameObject.SetActive(false); }