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Tunnel tunnels (#577)
* tunnel tunnel tunnel * tunnel messes with the volume * tempo finder can now be reset by waiting now uses the conductor's time source if it exists and is playing * wip anims * Animations Finished * add tunnel sound * tunnel shader fix the left sound * add pre-sliced BG assets --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
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@ -1,9 +1,10 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using TMPro;
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using System.Linq;
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namespace HeavenStudio.Editor
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namespace HeavenStudio.Editor
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{
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public class BPMText : MonoBehaviour
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{
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@ -12,9 +13,9 @@ namespace HeavenStudio.Editor
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[SerializeField] private TMP_Text BPM;
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[SerializeField] private TMP_Text BPMRounded;
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private List<float> pressTimes = new List<float>();
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private List<double> pressTimes = new();
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public void ChangeText(float timePressed)
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public void ChangeText(double timePressed)
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{
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pressTimes.Add(timePressed);
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@ -25,12 +26,13 @@ namespace HeavenStudio.Editor
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if (pressTimes.Count > maxPressTimes)
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pressTimes.RemoveAt(0);
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var averageTime = pressTimes.GetRange(1, pressTimes.Count - 1).Average();
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double averageTime = pressTimes.GetRange(1, pressTimes.Count - 1).Average();
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float thisBPM = 60 / averageTime; // BPM = 60/t
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BPM.text = $"{thisBPM}";
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BPMRounded.text = $"{Mathf.RoundToInt(thisBPM)}";
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double thisBPM = 60 / averageTime;
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BPM.text = $"{thisBPM:0.000}";
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BPMRounded.text = $"{(int)Math.Round(thisBPM)}";
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}
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public void ResetText()
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{
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pressTimes.Clear();
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@ -38,5 +40,21 @@ namespace HeavenStudio.Editor
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BPM.text = "---";
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BPMRounded.text = "---";
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}
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public void ClearSamples()
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{
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if (pressTimes.Count < 2) return;
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if (pressTimes.Count > maxPressTimes)
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pressTimes.RemoveAt(0);
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double averageTime = pressTimes.GetRange(1, pressTimes.Count - 1).Average();
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double thisBPM = 60 / averageTime;
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BPM.text = $"<color=\"yellow\">{thisBPM:0.000}";
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BPMRounded.text = $"<color=\"yellow\">{(int)Math.Round(thisBPM)}";
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pressTimes.Clear();
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}
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}
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}
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