Ejemplo n.º 1
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        public DrawableTestHit(Hit hit, HitResult type = HitResult.Great)
            : base(hit)
        {
            Type = type;

            HitObject.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
        }
Ejemplo n.º 2
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 public override void UpdateHitObject(HitObject hitObject)
 {
     scheduledUpdate?.Cancel();
     scheduledUpdate = Schedule(() =>
     {
         beatmapProcessor?.PreProcess();
         hitObject?.ApplyDefaults(playableBeatmap.ControlPointInfo, playableBeatmap.BeatmapInfo.BaseDifficulty);
         beatmapProcessor?.PostProcess();
     });
 }
 public DrawableFlyingHit(DrawableDrumRollTick drumRollTick)
     : base(new IgnoreHit
 {
     StartTime = drumRollTick.HitObject.StartTime + drumRollTick.Result.TimeOffset,
     IsStrong  = drumRollTick.HitObject.IsStrong,
     Type      = drumRollTick.JudgementType
 })
 {
     HitObject.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
 }
Ejemplo n.º 4
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 /// <summary>
 /// Updates a <see cref="HitObject"/>, invoking <see cref="HitObject.ApplyDefaults"/> and re-processing the beatmap.
 /// </summary>
 /// <param name="hitObject">The <see cref="HitObject"/> to update.</param>
 public void UpdateHitObject(HitObject hitObject)
 {
     scheduledUpdate?.Cancel();
     scheduledUpdate = Scheduler.AddDelayed(() =>
     {
         beatmapProcessor?.PreProcess();
         hitObject?.ApplyDefaults(ControlPointInfo, BeatmapInfo.BaseDifficulty);
         beatmapProcessor?.PostProcess();
     }, 0);
 }
Ejemplo n.º 5
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        public DrawableTestHit(Hit hit, HitResult type = HitResult.Great, bool kiai = false)
            : base(hit)
        {
            Type = type;

            var controlPoints = new ControlPointInfo();

            controlPoints.Add(0, new EffectControlPoint {
                KiaiMode = kiai
            });

            HitObject.ApplyDefaults(controlPoints, new BeatmapDifficulty());
        }
Ejemplo n.º 6
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        public DrawableTestStrongHit(double startTime, HitResult type = HitResult.Great, bool hitBoth = true)
            : base(new Hit
        {
            IsStrong  = true,
            StartTime = startTime,
        })
        {
            // in order to create nested strong hit
            HitObject.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());

            this.type    = type;
            this.hitBoth = hitBoth;
        }
Ejemplo n.º 7
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 protected void ApplyDefaultsToHitObject() => HitObject.ApplyDefaults(beatmap.ControlPointInfo, beatmap.Difficulty);
Ejemplo n.º 8
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 /// <summary>
 /// Invokes <see cref="HitObject.ApplyDefaults"/>, refreshing <see cref="HitObject.NestedHitObjects"/> and parameters for the <see cref="HitObject"/>.
 /// </summary>
 protected void ApplyDefaultsToHitObject() => HitObject.ApplyDefaults(beatmap.Value.Beatmap.ControlPointInfo, beatmap.Value.Beatmap.BeatmapInfo.BaseDifficulty);
Ejemplo n.º 9
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 private void addHitObject(HitObject hitObject)
 {
     beatmapProcessor?.PreProcess();
     hitObject.ApplyDefaults(playableBeatmap.ControlPointInfo, playableBeatmap.BeatmapInfo.BaseDifficulty);
     beatmapProcessor?.PostProcess();
 }