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gstuitje
RingMaster
Commits
57d3c6af
Commit
57d3c6af
authored
Feb 04, 2019
by
gstuitje
Browse files
Now you can select a song.
parent
a4b45621
Changes
9
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RingMaster/RingMaster/.vs/RingMaster/xs/UserPrefs.xml
View file @
57d3c6af
<Properties
StartupConfiguration=
"{67A4F128-F6AC-CD88-DA35-F29416A0792A}|"
>
<MonoDevelop.Ide.ItemProperties.Assembly-CSharp
PreferredExecutionTarget=
"Unity.Editor"
/>
<MonoDevelop.Ide.Workbench
ActiveDocument=
"Assets/Scripts/MimeScripts/S
pawnKeys
.cs"
>
<MonoDevelop.Ide.Workbench
ActiveDocument=
"Assets/Scripts/MimeScripts/S
ongSelect
.cs"
>
<Files>
<File
FileName=
"Assets/Scripts/DaytimeScripts/DaytimeManager.cs"
Line=
"1"
Column=
"1"
/>
<File
FileName=
"Assets/Scripts/MimeScripts/SpawnKeys.cs"
Line=
"153"
Column=
"18"
/>
<File
FileName=
"Assets/Scripts/MimeScripts/SpawnKeys.cs"
Line=
"92"
Column=
"29"
/>
<File
FileName=
"Assets/Scripts/MimeScripts/SongSelect.cs"
Line=
"14"
Column=
"9"
/>
</Files>
</MonoDevelop.Ide.Workbench>
<MonoDevelop.Ide.Workspace
ActiveConfiguration=
"Debug"
/>
...
...
RingMaster/RingMaster/.vs/RingMaster/xs/sqlite3/storage.ide-wal
View file @
57d3c6af
No preview for this file type
RingMaster/RingMaster/Assets/
TextFil
es/Bavaria.txt
→
RingMaster/RingMaster/Assets/
Resourc
es/Bavaria.txt
View file @
57d3c6af
File moved
RingMaster/RingMaster/Assets/
TextFil
es/Bavaria.txt.meta
→
RingMaster/RingMaster/Assets/
Resourc
es/Bavaria.txt.meta
View file @
57d3c6af
File moved
RingMaster/RingMaster/Assets/
TextFil
es/Tarantella.txt
→
RingMaster/RingMaster/Assets/
Resourc
es/Tarantella.txt
View file @
57d3c6af
...
...
@@ -26,4 +26,16 @@ right 15.25
up 15.4
left 15.6
up 15.8
down 16
\ No newline at end of file
down 16
left 16.25
right 16.5
left 16.75
left 17.6
right 17.9
down 18.8
up 19
up 19.55
down 19.85
left 20.4
right 20.7
up 22.25
\ No newline at end of file
RingMaster/RingMaster/Assets/
TextFil
es/Tarantella.txt.meta
→
RingMaster/RingMaster/Assets/
Resourc
es/Tarantella.txt.meta
View file @
57d3c6af
File moved
RingMaster/RingMaster/Assets/Scenes/MimeMime.unity
View file @
57d3c6af
This diff is collapsed.
Click to expand it.
RingMaster/RingMaster/Assets/Scripts/MimeScripts/SongSelect.cs
View file @
57d3c6af
...
...
@@ -5,18 +5,21 @@ using UnityEngine.SceneManagement;
public
class
SongSelect
:
MonoBehaviour
{
private
SpawnKeys
keySpawner
;
// Use this for initialization
void
Start
()
{
keySpawner
=
GameObject
.
FindWithTag
(
"LevelMaster"
).
GetComponent
<
SpawnKeys
>();
}
public
void
playSong1
(){
keySpawner
.
Bavaria
();
gameObject
.
SetActive
(
false
);
}
public
void
playSong2
()
{
keySpawner
.
Tarantell
();
gameObject
.
SetActive
(
false
);
}
public
void
playSong3
()
...
...
RingMaster/RingMaster/Assets/Scripts/MimeScripts/SpawnKeys.cs
View file @
57d3c6af
...
...
@@ -10,6 +10,7 @@ public class SpawnKeys : MonoBehaviour {
public
float
skip
;
public
float
volumeFade
;
private
bool
songSet
=
false
;
private
string
song
=
"default"
;
private
float
startTime
;
private
bool
endSong
=
false
;
...
...
@@ -26,37 +27,7 @@ public class SpawnKeys : MonoBehaviour {
// Use this for initialization
void
Start
()
{
levelManager
=
GetComponent
<
LevelManager
>();
startTime
=
Time
.
time
;
int
count
=
0
;
//Same as above but uses queues, will have to parse
//string of timings into a float later on.
print
(
"Queue version!"
);
foreach
(
string
line
in
songFile
.
text
.
Split
(
'\n'
))
{
if
(
count
!=
0
)
{
songKeys
.
Enqueue
(
line
.
Split
(
' '
));
}
else
{
song
=
line
.
Split
(
' '
)[
0
];
songWaitTime
=
float
.
Parse
(
line
.
Split
(
' '
)[
1
]);
}
count
++;
}
nextKey
=
songKeys
.
Dequeue
();
//print out queue
//while (songKeys.Count > 0)
//{
// string[] x = songKeys.Dequeue();
// print(x[0] + " " + x[1]);
//}
AudioClip
songAudio
=
Resources
.
Load
<
AudioClip
>(
song
);
songWaitTime
=
songWaitTime
/
arrowPrefab
.
GetComponent
<
Key
>().
speed
;
StartCoroutine
(
playSong
(
songAudio
,
songWaitTime
));
}
...
...
@@ -84,6 +55,43 @@ public class SpawnKeys : MonoBehaviour {
}
void
Update
()
{
if
(
songSet
==
true
){
levelManager
=
GetComponent
<
LevelManager
>();
startTime
=
Time
.
time
;
int
count
=
0
;
//Same as above but uses queues, will have to parse
//string of timings into a float later on.
print
(
"Queue version!"
);
foreach
(
string
line
in
songFile
.
text
.
Split
(
'\n'
))
{
if
(
count
!=
0
)
{
songKeys
.
Enqueue
(
line
.
Split
(
' '
));
}
else
{
song
=
line
.
Split
(
' '
)[
0
];
print
(
"Song: "
+
song
);
songWaitTime
=
float
.
Parse
(
line
.
Split
(
' '
)[
1
]);
}
count
++;
}
nextKey
=
songKeys
.
Dequeue
();
//print out queue
//while (songKeys.Count > 0)
//{
// string[] x = songKeys.Dequeue();
// print(x[0] + " " + x[1]);
//}
AudioClip
songAudio
=
Resources
.
Load
<
AudioClip
>(
song
);
songWaitTime
=
songWaitTime
/
arrowPrefab
.
GetComponent
<
Key
>().
speed
;
StartCoroutine
(
playSong
(
songAudio
,
songWaitTime
));
songSet
=
false
;
}
if
(
endSong
==
true
){
music
.
volume
-=
(
volumeFade
*
Time
.
deltaTime
);
}
...
...
@@ -151,10 +159,13 @@ public class SpawnKeys : MonoBehaviour {
}
public
void
Bavaria
(){
songFile
=
Resources
.
Load
<
TextAsset
>(
"Bavaria"
);
print
(
songFile
);
songSet
=
true
;
}
public
void
Tarantell
(){
songFile
=
Resources
.
Load
<
TextAsset
>(
"Tarantella"
);
songSet
=
true
;
}
}
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