using System.Collections; using System.Collections.Generic; using UnityEngine; public class HatTower : MonoBehaviour { public Sprite standardSprite; public Sprite alternateSprite; private AudioSource hatSource; private SongData songData; private SpriteRenderer spriteRenderer; private float cooldown; private float cooldownRemaining = 0; void Start() { hatSource = gameObject.GetComponent(); songData = GameObject.FindGameObjectWithTag("GameController").GetComponent(); spriteRenderer = gameObject.GetComponent(); //The period is 30 / bpm cooldown = 11 / songData.bpm; //Find next beat float nextBeatIn = 30 / songData.bpm - (songData.songTime - (Mathf.Floor(songData.songTime / 30 * songData.bpm) * 30 / songData.bpm)); InvokeRepeating("OnBeat", nextBeatIn, 30 / 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; //Change the sprite spriteRenderer.sprite = alternateSprite; Invoke("OnEndAnimation", Time.fixedDeltaTime * 6); } } } void OnEndAnimation() { spriteRenderer.sprite = standardSprite; } void OnBeat() { spriteRenderer.color = Color.yellow; Invoke("ResetColor", Time.fixedDeltaTime * 2); } void ResetColor() { spriteRenderer.color = Color.white; } }