Add BeatPulseController for music synchronization and event handling
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66
Assets/Scripts/Infrastructure/Unity/BeatPulseController.cs
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66
Assets/Scripts/Infrastructure/Unity/BeatPulseController.cs
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using System;
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using UnityEngine;
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using UnityEngine.Events;
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namespace Infrastructure.Unity
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{
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public class BeatPulseController : MonoBehaviour
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{
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[Header("Music Settings")]
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[Tooltip("Beats Per Minute of your track")]
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[SerializeField] private float bpm = 90f;
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[Tooltip("Delay in seconds to sync the first beat with the music start")]
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[SerializeField] private float startDelay = 0.0f;
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[Header("Events")]
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public UnityEvent OnBeat; // Fires every beat (1, 2, 3, 4)
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public UnityEvent OnMeasure; // Fires every 4th beat (The Drop)
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private float _beatInterval;
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private float _timer;
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private int _beatCount;
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private bool _isRunning;
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private void Start()
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{
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if (bpm > 0) _beatInterval = 60f / bpm;
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}
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public void BeginTracking()
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{
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_timer = -startDelay;
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_beatCount = 0;
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_isRunning = true;
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}
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public void StopTracking()
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{
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_isRunning = false;
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}
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private void Update()
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{
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if (!_isRunning) return;
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_timer += Time.deltaTime;
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if (_timer >= _beatInterval)
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{
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_timer -= _beatInterval;
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Pulse();
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}
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}
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private void Pulse()
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{
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_beatCount++;
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OnBeat?.Invoke();
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if (_beatCount % 4 == 0)
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{
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OnMeasure?.Invoke();
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}
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}
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}
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}
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