private void load()
        {
            foreach (var mod in Mods.OfType <IApplicableToTrack>())
            {
                mod.ApplyToTrack(speedAdjustmentTrack);
            }

            bool isForCurrentRuleset = Beatmap.BeatmapInfo.Ruleset.Equals(Ruleset.RulesetInfo);

            foreach (var p in ControlPoints)
            {
                // Mania doesn't care about global velocity
                p.Velocity        = 1;
                p.BaseBeatLength *= Beatmap.BeatmapInfo.BaseDifficulty.SliderMultiplier;

                // For non-mania beatmap, speed changes should only happen through timing points
                if (!isForCurrentRuleset)
                {
                    p.DifficultyPoint = new DifficultyControlPoint();
                }
            }

            BarLines.ForEach(Playfield.Add);

            Config.BindWith(ManiaRulesetSetting.ScrollDirection, configDirection);
            configDirection.BindValueChanged(direction => Direction.Value = (ScrollingDirection)direction.NewValue, true);

            Config.BindWith(ManiaRulesetSetting.ScrollTime, configTimeRange);
        }
Beispiel #2
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        private void load(ManiaRulesetConfigManager rulesetConfig)
        {
            rulesetConfig?.BindWith(ManiaRulesetSetting.TimingBasedNoteColouring, configTimingBasedNoteColouring);

            AddInternal(headPiece = new SkinnableDrawable(new ManiaSkinComponent(Component), _ => new DefaultNotePiece())
            {
                RelativeSizeAxes = Axes.X,
                AutoSizeAxes     = Axes.Y
            });
        }
Beispiel #3
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        private void load()
        {
            bool isForCurrentRuleset = Beatmap.BeatmapInfo.Ruleset.Equals(Ruleset.RulesetInfo);

            foreach (var p in ControlPoints)
            {
                // Mania doesn't care about global velocity
                p.Velocity = 1;

                // For non-mania beatmap, speed changes should only happen through timing points
                if (!isForCurrentRuleset)
                {
                    p.DifficultyPoint = new DifficultyControlPoint();
                }
            }

            BarLines.ForEach(Playfield.Add);

            Config.BindWith(ManiaRulesetSetting.ScrollDirection, configDirection);
            configDirection.BindValueChanged(direction => Direction.Value = (ScrollingDirection)direction.NewValue, true);

            Config.BindWith(ManiaRulesetSetting.ScrollTime, TimeRange);
        }
Beispiel #4
0
 private void load(ManiaRulesetConfigManager rulesetConfig)
 {
     rulesetConfig?.BindWith(ManiaRulesetSetting.TimingBasedNoteColouring, configTimingBasedNoteColouring);
 }