void Start() { m_musicCurrent = musicCurrentStateObject.GetComponent <MusicCurrentState>(); m_renderer = gameObject.GetComponent <Renderer>(); m_renderer.material = matSign; }
void Start() { m_musicCurrent = musicCurrentStateObject.GetComponent <MusicCurrentState>(); m_renderer = gameObject.GetComponent <Renderer>(); m_musicCurrent.Player.AddMuteSectionChangeListener(OnMuteSection); m_musicCurrent.AddSectionChangeListener(OnSectionChange); }
void Start() { m_musicCurrent = musicCurrentStateObject.GetComponent <MusicCurrentState>(); m_renderer = gameObject.GetComponent <Renderer>(); if (m_musicCurrent.Player.IsReady()) { UpdateMat(m_musicCurrent.Player.GetPlaybackState()); } m_musicCurrent.Player.AddPlaybackChangeListener(UpdateMat); }
void Start() { m_text = GetComponent <TMPro.TMP_Text>(); m_musicCurrent = currentMusicStateObject.GetComponent <MusicCurrentState>(); if (m_musicCurrent.Player.IsReady()) { OnBpmChange(m_musicCurrent.Player.GetPlayingTempo()); } m_musicCurrent.Player.AddBpmChangeListener(OnBpmChange); }
void Start() { m_text = GetComponent <TMPro.TMP_Text>(); m_musicCurrent = currentMusicStateObject.GetComponent <MusicCurrentState>(); if (m_musicCurrent.Player.IsReady()) { OnSectionChange(m_musicCurrent.Player.GetSection(m_musicCurrent.Section), m_musicCurrent.Section); } m_musicCurrent.AddSectionChangeListener(OnSectionChange); m_musicCurrent.Player.AddMusicSwitchListener(OnMusicSwitch); }
void Start() { m_text = GetComponent <TMPro.TMP_Text>(); m_musicCurrent = currentMusicStateObject.GetComponent <MusicCurrentState>(); bool isReady = m_musicCurrent.Player.IsReady(); if (isReady) { SetTitle(m_musicCurrent.Player.GetTitle()); } m_musicCurrent.Player.AddMusicSwitchListener(OnMusicSwitch); }