using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using TMPro; namespace RhythmHeavenMania.Editor { public class Timeline : MonoBehaviour { [Header("Song Positions")] [SerializeField] private TMP_Text SongBeat; [SerializeField] private TMP_Text SongPos; [Header("Timeline Properties")] private bool isPlaying = false; private float lastBeatPos = 0; [Header("Timeline Components")] [SerializeField] private Slider TimelineSlider; #region Initializers public void Init() { } #endregion private void Update() { SongBeat.text = $"Beat {string.Format("{0:0.000}", Conductor.instance.songPositionInBeats)}"; SongPos.text = FormatTime(Conductor.instance.songPosition); isPlaying = Conductor.instance.musicSource.isPlaying; if (Input.GetKeyDown(KeyCode.Space)) { if (Input.GetKey(KeyCode.LeftShift)) { PlayCheck(true); } else { PlayCheck(false); } } SliderControl(); lastBeatPos = Conductor.instance.songPositionInBeats; } private void SliderControl() { TimelineSlider.maxValue = Conductor.instance.SongLengthInBeats(); if (isPlaying) { TimelineSlider.value = Conductor.instance.songPositionInBeats; } } #region PlayChecks public void PlayCheck(bool fromStart) { if (fromStart) { if (isPlaying && Conductor.instance.musicSource.clip) Play(true); else Stop(); } else { if (!isPlaying && Conductor.instance.musicSource.clip) { Play(false); } else { Pause(); } } } public void Play(bool fromStart) { if (fromStart) Stop(); // isPaused = false; Conductor.instance.musicSource.Play(); } public void Pause() { // isPaused = true; Conductor.instance.musicSource.Pause(); } public void Stop() { // isPaused = true; // timelineSlider.value = 0; Conductor.instance.musicSource.time = 0; Conductor.instance.musicSource.Stop(); } #endregion #region Extras private string FormatTime(float time) { int minutes = (int)time / 60; int seconds = (int)time - 60 * minutes; int milliseconds = (int)(1000 * (time - minutes * 60 - seconds)); return string.Format("{0:00}:{1:00}:{2:000}", minutes, seconds, milliseconds); } #endregion } }