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Assets/Resources/Sprites/Editor/UI/tap.png
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Assets/Resources/Sprites/Editor/UI/tempo-finder.png
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23
Assets/Scripts/LevelEditor/BPMText.cs
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23
Assets/Scripts/LevelEditor/BPMText.cs
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using System.Collections.Generic;
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using UnityEngine;
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using TMPro;
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namespace RhythmHeavenMania.Editor
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{
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public class BPMText : MonoBehaviour
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{
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[SerializeField] private TMP_Text BPM;
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[SerializeField] private TMP_Text BPMRounded;
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public void ChangeText(float timePressed)
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{
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float thisBPM = 60 / timePressed; // BPM = 60/t
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BPM.text = $"{thisBPM}";
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BPMRounded.text = $"{Mathf.RoundToInt(thisBPM)}";
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}
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public void ResetText()
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{
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BPM.text = "---";
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BPMRounded.text = "---";
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}
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}
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}
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11
Assets/Scripts/LevelEditor/BPMText.cs.meta
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43
Assets/Scripts/LevelEditor/TempoFinder.cs
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43
Assets/Scripts/LevelEditor/TempoFinder.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace RhythmHeavenMania.Editor
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{
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public class TempoFinder : MonoBehaviour
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{
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[SerializeField] private GameObject tempoFinder;
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private bool pressed;
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private float timePressed;
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[SerializeField] private GameObject BPMText;
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private void Awake()
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{
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pressed = false;
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timePressed = 0f;
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}
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public void SwitchTempoDialog()
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{
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if(tempoFinder.activeSelf) {
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tempoFinder.SetActive(false);
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timePressed = 0;
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BPMText.GetComponent<BPMText>().ResetText();
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} else {
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tempoFinder.SetActive(true);
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}
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}
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public void TapBPM()
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{
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pressed = true;
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}
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private void Update()
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{
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timePressed += Time.deltaTime;
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if(pressed)
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{
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pressed = false;
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BPMText.GetComponent<BPMText>().ChangeText(timePressed);
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timePressed = 0;
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}
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}
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}
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}
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