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Aug 22nd, 2019
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  1. using System;
  2. using UniRx;
  3. using UnityEngine;
  4.  
  5. namespace KotonohaAnone.Presenter
  6. {
  7. public class BeatTransmitter : MonoBehaviour
  8. {
  9. [SerializeField] private AudioSource audioSource;
  10. [SerializeField] private float bpm;
  11.  
  12. private readonly Subject<Unit> beatSubject = new Subject<Unit>();
  13.  
  14. // 曲の何ビート目か(前Update時)
  15. private int previousBeatCount = 0;
  16.  
  17. private void Update()
  18. {
  19. float beatTime = 60f / bpm;
  20.  
  21. int currentBeatCount = Mathf.FloorToInt(audioSource.time / beatTime);
  22. if(currentBeatCount != previousBeatCount)
  23. {
  24. beatSubject.OnNext(Unit.Default);
  25. }
  26.  
  27. previousBeatCount = currentBeatCount;
  28. }
  29.  
  30. private void OnDestroy()
  31. {
  32. beatSubject.Dispose();
  33. }
  34.  
  35. // ビートを観測する
  36. // 1拍ごとに発行される
  37. public IObservable<Unit> ObserveBeat()
  38. {
  39. return beatSubject;
  40. }
  41. }
  42.  
  43. // 利用側
  44. class Usage : MonoBehaviour
  45. {
  46. void SomeMethod()
  47. {
  48. BeatTransmitter beat = GetComponent<BeatTransmitter>();
  49. beat.ObserveBeat()
  50. .Subscribe(_=>
  51. {
  52. // ビートごとに何かする
  53. })
  54. .AddTo(this);
  55. }
  56. }
  57.  
  58. }
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