修复了一些bug(包含窗口预制体中的错误与{}列表解析存在死循环的错误)
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@@ -78,9 +78,11 @@ namespace Demo.Editor
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[Content, SerializeField] private List<BPMLine> BPMLineEntries = new();
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[Content] public int BPMFraction = 4;
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[Content] public float BPMOffset = 0;
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[Content] public float SongOffset = 0;
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[Content] public float BPM = 60;
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private float onebarDeltaTime;
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private void InjectSetSongCurrentTime(float time)
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{
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// 秒,可见长度,以下相同,注意并非百分比
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@@ -170,8 +172,9 @@ namespace Demo.Editor
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// BPM
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BPM = (float)MainGameController.MainConfig.FindItem(nameof(BPM), BPM);
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onebarDeltaTime = 60.0f / (BPM * BPMFraction);
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BPMFraction = (int)MainGameController.MainConfig.FindItem(nameof(BPMFraction), BPMFraction);
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BPMOffset = (float)MainGameController.MainConfig.FindItem(nameof(BPMOffset), BPMOffset);
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SongOffset = (float)MainGameController.MainConfig.FindItem(nameof(SongOffset), SongOffset);
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// 绘制时频
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var texturePath = (string)MainGameController.MainConfig.FindItem(nameof(SpectrumRenderTexture), null);
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@@ -492,7 +495,6 @@ namespace Demo.Editor
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var time = MainGameController.CurrentTime;
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float onebarDeltaTime = 60.0f / (BPM * BPMFraction);
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int BPMLineEntriesIndex = 0;
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float farAplha = (1 - SpectrumSeeline.currentPercent) * 0.5f + 0.5f;
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float foucs = Mathf.CeilToInt((time + leftClipFrom ) / onebarDeltaTime) * onebarDeltaTime;
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