using System.Collections; using System.Collections.Generic; using System.Net; using UnityEngine; public class TestDataFlow : MonoBehaviour { /// /// 当前谱面文件的主要时间组,决定拍线的渲染方式 /// private BPMGroup MainBPMGroup; private NotePoolManager NotePool = new NotePoolManager(); private SongInformationContainer songInformationContainer = new SongInformationContainer(); //依据设计书输入数值 private float DefaultBaseSpeed = 25; private float DefaultTrackLength = 125; //可修改的数值 private float DefaultNoteStream = 5f; private float DefaultBPM = 128; private float DefaultBaseBPM = 128; public float currentTime = 0; public DataFlowController Prefab_DataFlow; private void Awake() { songInformationContainer.UpdateSongInformation(currentTime); MainBPMGroup = InitDefaultBPMList(); print(MainBPMGroup.ToString()); } private void Update() { currentTime += Input.mouseScrollDelta.y * 0.05f; songInformationContainer.UpdateSongInformation(currentTime); } private void Start() { //然后获得点集合 //这里输入开始的坐标 NotePool.Get(Prefab_DataFlow).Init( new Vector2(-2f, -2f), new Vector2(2, 2), 0, 1, 0.4f, songInformationContainer, MainBPMGroup, ReferencePointLocation.RightBottom ) ; } private BPMGroup InitDefaultBPMList() { var Main = new BPMGroup( currentBPM: DefaultBPM, groupNum: 0,//自动生成编号为0的BPM组 noteStream: DefaultNoteStream, baseSpeed: DefaultBaseSpeed, baseBPM: DefaultBaseBPM, trackLength: DefaultTrackLength); return Main; } }