remove private variable
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1582a10ce2
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950e2ae16e
1 changed files with 10 additions and 12 deletions
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@ -26,7 +26,6 @@ namespace cylvester
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private ScheduledAction scheduledAction_;
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private int currentTick_;
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private float restTime_ = 1f;
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private int currentSelectedScene_ ;
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private int nextSelectedScene_;
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@ -69,16 +68,15 @@ namespace cylvester
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}
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case CylCommand.FourBarLoopButton:
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{
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var restTime = UpdateRestTime(FourBarTrigger - currentTick_ % FourBarTrigger);
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if (nextSelectedScene_ > currentSelectedScene_)
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{
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UpdateRestTime(FourBarTrigger - currentTick_ % FourBarTrigger);
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UpdateTimelinePlaybackSpeed(1f);
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UpdateTimelinePlaybackSpeed(1f, restTime);
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stateManager.SelectedState = nextSelectedScene_;
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}
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else
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{
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UpdateRestTime(FourBarTrigger - currentTick_ % FourBarTrigger);
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UpdateTimelinePlaybackSpeed(-1f);
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UpdateTimelinePlaybackSpeed(-1f, restTime);
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stateManager.SelectedState = nextSelectedScene_ + 2;
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}
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@ -86,8 +84,8 @@ namespace cylvester
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}
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case CylCommand.OneBarLoopButton:
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{
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UpdateRestTime(OneBarTrigger - currentTick_ % OneBarTrigger);
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UpdateTimelinePlaybackSpeed(1f);
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var restTime = UpdateRestTime(OneBarTrigger - currentTick_ % OneBarTrigger);
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UpdateTimelinePlaybackSpeed(1f, restTime);
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stateManager.SelectedState = nextSelectedScene_;
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break;
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}
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@ -97,15 +95,15 @@ namespace cylvester
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}
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}
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private void UpdateRestTime(int restTicks)
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private float UpdateRestTime(int restTicks)
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{
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restTime_ = restTicks / 24.0f / stateManager.CurrentState.Bpm * 60f;
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return restTicks / 24f / stateManager.CurrentState.Bpm * 60f;
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}
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private void UpdateTimelinePlaybackSpeed(float speed)
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private void UpdateTimelinePlaybackSpeed(float speed, float restTime)
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{
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var timelinePlaybackSpeed = TransitionLength / Mathf.Clamp(restTime_, 0.001f, TransitionLength);
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playableDirector.playableGraph.GetRootPlayable(0).SetSpeed(timelinePlaybackSpeed * speed); //set playbackspeed of Timeline
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var timelinePlaybackSpeed = TransitionLength / Mathf.Clamp(restTime, 0.001f, TransitionLength);
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playableDirector.playableGraph.GetRootPlayable(0).SetSpeed(timelinePlaybackSpeed * speed);
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}
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}
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}
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