using System.Collections; using System.Collections.Generic; using UnityEngine; public class SnareTower : MonoBehaviour { private AudioSource snareSource; private SongData songData; private SpriteRenderer spriteRenderer; private float cooldown; private float cooldownRemaining = 0; void Start() { snareSource = gameObject.GetComponent(); songData = GameObject.FindGameObjectWithTag("GameController").GetComponent(); spriteRenderer = gameObject.GetComponent(); //The period is 120 / bpm cooldown = 44 / songData.bpm; //Find next beat float nextBeatIn = 120 / songData.bpm - (songData.songTime - (Mathf.Floor((songData.songTime + 60 / songData.bpm) / 120 * songData.bpm) * 120 / songData.bpm)); InvokeRepeating("OnBeat", nextBeatIn, 120 / songData.bpm); } void Update () { cooldownRemaining -= Time.deltaTime; if (cooldownRemaining <= 0) { cooldownRemaining = 0; if (Input.GetKeyDown(KeyCode.C)) { //Calculate the power of the //power = Sqrt(Cos(pi * t)) float power = Mathf.Pow(Mathf.Abs(Mathf.Sin(songData.songTime * Mathf.PI * songData.bpm / 120)), 2); //Play the sound snareSource.Play(); //Log the power to console Debug.Log(power.ToString("0.00")); //Start the cooldown cooldownRemaining = cooldown; } } } void OnBeat() { spriteRenderer.color = Color.black; Invoke("ResetColor", Time.fixedDeltaTime * 2); } void ResetColor() { spriteRenderer.color = Color.white; } }