某些优化
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@@ -156,7 +156,7 @@ public class SampleWindow : MovableWindow//该window高度为300,横的要在1
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}//服了,之后整合到controler里头去
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}
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public GameObject selectedGameObject = EventSystem.current.currentSelectedGameObject;
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public GameObject selectedGameObject;
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void Update()
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{
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selectedGameObject = EventSystem.current.currentSelectedGameObject;
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@@ -254,22 +254,22 @@ public class SampleWindow : MovableWindow//该window高度为300,横的要在1
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switch (NoteCode)
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{
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case 0:
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Tap a = Tap.GenerateElement("New Tap", Guid.NewGuid(), new List<string>(), true, gameElement, time);
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Tap a = Tap.GenerateElement("New Tap", Guid.NewGuid(), new List<string>(), false, gameElement, time);
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noteBases.Add(a);
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SpawnNote(a);
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break;
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case 3:
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Hold b = Hold.GenerateElement("New Hold", Guid.NewGuid(), new List<string>(), true, gameElement, time, time + 0.5f);
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Hold b = Hold.GenerateElement("New Hold", Guid.NewGuid(), new List<string>(), false, gameElement, time, time + 0.5f);
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noteBases.Add(b);
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SpawnNote(b);
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break;
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case 1:
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Stay c = Stay.GenerateElement("New Stay", Guid.NewGuid(), new List<string>(), true, gameElement, time);
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Stay c = Stay.GenerateElement("New Stay", Guid.NewGuid(), new List<string>(), false, gameElement, time);
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noteBases.Add(c);
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SpawnNote(c);
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break;
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case 2:
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Flick d = Flick.GenerateElement("New Flick", Guid.NewGuid(), new List<string>(), true, gameElement, time, new List<Vector2>());
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Flick d = Flick.GenerateElement("New Flick", Guid.NewGuid(), new List<string>(), false, gameElement, time, new List<Vector2>());
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noteBases.Add(d);
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SpawnNote(d);
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break;
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