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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;
using System.Threading;
public class TheControlls : MonoBehaviour
{
Ray ray;
RaycastHit hit;
public GameObject prefab;
public GameObject snare;
//Light Sources
public Light red1;
public Light red2;
public Light lime1;
public Light lime2;
public Light cyan1;
public Light cyan2;
public Light white1;
public Light white2;
public Light yellow1;
public Light yellow2;
//audio clips
public AudioClip snareDrum;
public AudioClip tomDrum;
public AudioClip baseDrum;
public AudioClip highhatDrum;
public AudioClip hangTomDrum;
//Audio Sources
public AudioSource snareSource;
public AudioSource tomSource;
public AudioSource baseSource;
public AudioSource highTomSource;
public AudioSource highHatSource;
//Extras
public GameObject leftCyllinder;
public GameObject rightCyllinder;
public Material baseLeft;
public Material baseRight;
public Material hitLeft;
public Material hitRight;
public bool playingback = false;
//Tracking Variables
public int playing = 0;
public int leftClicks = 0;
public int rightClicks = 0;
public int roundTracker = 0;
public int score = 0;
public int drumTrack = 0;
void Update ()
{
ray = Camera.main.ScreenPointToRay (Input.mousePosition);
//Clicking
//
if (Physics.Raycast (ray, out hit)) {
if (Input.GetKeyDown (KeyCode.Mouse0)) {
if (hit.transform.name == "Drum_Snare")
{
Debug.Log("Left Mouse Down");
gameObject.AddComponent<AudioSource>();
gameObject.GetComponent<AudioSource>().clip = snareDrum;
gameObject.GetComponent<AudioSource>().Play();
yellow1.enabled = !yellow1.enabled;
yellow2.enabled = !yellow2.enabled;
}
if (hit.transform.name == "Drum_Tom")
{
Debug.Log("Left Mouse Down");
gameObject.AddComponent<AudioSource>();
gameObject.GetComponent<AudioSource>().clip = tomDrum;
gameObject.GetComponent<AudioSource>().Play();
lime1.enabled = !lime1.enabled;
lime2.enabled = !lime2.enabled;
}
if (hit.transform.name == "Drum_Hanging_Tom")
{
Debug.Log("Left Mouse Down");
gameObject.AddComponent<AudioSource>();
gameObject.GetComponent<AudioSource>().clip = hangTomDrum;
gameObject.GetComponent<AudioSource>().Play();
cyan1.enabled = !cyan1.enabled;
cyan2.enabled = !cyan2.enabled;
}
if (hit.transform.name == "Drum_High_Hat")
{
Debug.Log("Left Mouse Down");
gameObject.AddComponent<AudioSource>();
gameObject.GetComponent<AudioSource>().clip = highhatDrum;
gameObject.GetComponent<AudioSource>().Play();
white1.enabled = !white1.enabled;
white2.enabled = !white2.enabled;
}
if (hit.transform.name == "Drum_Base")
{
Debug.Log("Left Mouse Down");
gameObject.AddComponent<AudioSource>();
gameObject.GetComponent<AudioSource>().clip = baseDrum;
gameObject.GetComponent<AudioSource>().Play();
red1.enabled = !red1.enabled;
red2.enabled = !red2.enabled;
}
if (hit.transform.name == "Drum_Tom")
{
Debug.Log("Left Mouse Down");
}
}
}
if (Input.GetKeyDown (KeyCode.Mouse1)) {
Debug.Log ("Righ Mouse Down");
}
}
//Moving
// Use this for initialization
void Start()
{
}
public void ClickStart()
{
Debug.Log("Game Started!");
playing = 1;
}
}