public override void DoStart(UIManager manager) { GameManager.gamePhase = 99; base.DoStart(manager); arrowManager.ClearList(); StartCoroutine(PlayDrumList(ImportRoute.GetBeat(), ImportRoute.GetBeatTime())); SoundManager.Instance.PlayGuideBackground(); }
public void AllDrumList() { for (int i = 0; i < allDancer.childCount; ++i) { var ani = allDancer.GetChild(i).GetComponent <DancerAni>(); if (ani.gameObject.activeSelf) { StartCoroutine(ani.DrumList(ImportRoute.GetBeat(), ImportRoute.GetBeatTime())); } } }
public override void DoStart(UIManager manager) { base.DoStart(manager); TryDelayIfLastPanel(); TryPreLoadIfNextSettle(); SceneManager.AllDrumList(); var startLightTime = currentTimeOut - 3; //这个常数是光球飞行需要的时间。优先保证光球能飞完成。//修改光球起飞时间,可能会影响到ProgressBar.AniRoute的流程时间对不上 startLightTime = Mathf.Clamp(startLightTime, 0, ImportRoute.GetBeatTime().Sum() / 1000f); //将起始时间限制在合法范围内。 Invoke("PlayLightSpotAll", startLightTime); GameManager.phaseTime += 1; }
public ArrowManager arrowManager; //TODO 节奏条考虑放入AllwaysPanel。 public override void DoStart(UIManager manager) { base.DoStart(manager); manager.StartPanel("AlwaysPanel"); if (GameManager.gamePhase > 10) //保险 { GameManager.gamePhase = 0; } SoundManager.Instance.PlayBackground(GameManager.gamePhase); arrowManager.ClearList(); float startTime = 0; if (GameManager.phaseTime == 0) //第一回合额外片头时间 { SetTimeOut(currentTimeOut + GameManager.PHASE_START_DELAY[GameManager.gamePhase]); startTime = GameManager.PHASE_START_DELAY[GameManager.gamePhase]; } StartCoroutine(PlayDrumList(startTime, ImportRoute.GetBeat(), ImportRoute.GetBeatTime())); }
public void LightSpotCallback() { float interval = 1f / 3 / ImportRoute.getPhase().Count / lightSpotCnt; bar.AddProgress(interval); }