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MaxSensei666 2018-04-21 17:27:28 +02:00
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37 changed files with 1203 additions and 123 deletions

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<ItemGroup> <ItemGroup>
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<Compile Include="Assets\Scripts\InstantiateOnClick.cs" /> <Compile Include="Assets\Scripts\InstantiateOnClick.cs" />
<Compile Include="Assets\Scripts\KickTower.cs" />
<Compile Include="Assets\Scripts\PositionFromMouse.cs" /> <Compile Include="Assets\Scripts\PositionFromMouse.cs" />
<Compile Include="Assets\Scripts\SnareTower.cs" />
<Compile Include="Assets\Scripts\SongData.cs" />
<Compile Include="Assets\Scripts\TowerPlacer.cs" /> <Compile Include="Assets\Scripts\TowerPlacer.cs" />
<None Include="Assets\Sounds\credit.txt" />
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class HatTower : MonoBehaviour {
private AudioSource hatSource;
private SongData songData;
private float cooldown;
private float cooldownRemaining = 0;
void Start()
{
hatSource = gameObject.GetComponent<AudioSource>();
songData = GameObject.FindGameObjectWithTag("GameController").GetComponent<SongData>();
//The period is 30 / bpm
cooldown = 11 / songData.bpm;
}
void Update () {
cooldownRemaining -= Time.deltaTime;
if (cooldownRemaining <= 0)
{
cooldownRemaining = 0;
if (Input.GetKeyDown(KeyCode.Z))
{
//Calculate the power of the
//power = Sqrt(Cos(pi * t))
float power = Mathf.Pow(Mathf.Abs(Mathf.Cos(songData.songTime * Mathf.PI * songData.bpm / 30)), 2);
//Play the sound
hatSource.Play();
//Log the power to console
Debug.Log(power.ToString("0.00"));
//Start the cooldown
cooldownRemaining = cooldown;
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class KickTower : MonoBehaviour {
private AudioSource kickSource;
private SongData songData;
private float cooldown;
private float cooldownRemaining = 0;
void Start()
{
kickSource = gameObject.GetComponent<AudioSource>();
songData = GameObject.FindGameObjectWithTag("GameController").GetComponent<SongData>();
//The period is 120 / bpm
cooldown = 44 / songData.bpm;
}
void Update () {
cooldownRemaining -= Time.deltaTime;
if (cooldownRemaining <= 0)
{
cooldownRemaining = 0;
if (Input.GetKeyDown(KeyCode.X))
{
//Calculate the power of the
//power = Sqrt(Cos(pi * t))
float power = Mathf.Pow(Mathf.Abs(Mathf.Cos(songData.songTime * Mathf.PI * songData.bpm / 120)), 2);
//Play the sound
kickSource.Play();
//Log the power to console
Debug.Log(power.ToString("0.00"));
//Start the cooldown
cooldownRemaining = cooldown;
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SnareTower : MonoBehaviour {
private AudioSource snareSource;
private SongData songData;
private float cooldown;
private float cooldownRemaining = 0;
void Start()
{
snareSource = gameObject.GetComponent<AudioSource>();
songData = GameObject.FindGameObjectWithTag("GameController").GetComponent<SongData>();
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SongData : MonoBehaviour {
public float bpm;
public float delay;
public float songTime;
void Start () {
songTime = delay;
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songTime += Time.deltaTime;
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Samples from
https://www.musicradar.comnewsdrumssampleradar-1000-free-drum-samples-229460

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