private void recreateDisplay(HitWindows hitWindows, float overallDifficulty)
        {
            this.hitWindows = hitWindows;

            hitWindows?.SetDifficulty(overallDifficulty);

            Clear();

            Add(new FillFlowContainer
            {
                Anchor       = Anchor.Centre,
                Origin       = Anchor.Centre,
                Direction    = FillDirection.Vertical,
                AutoSizeAxes = Axes.Both,
                Children     = new[]
                {
                    new OsuSpriteText {
                        Text = $@"Great: {hitWindows?.WindowFor(HitResult.Great)}"
                    },
                    new OsuSpriteText {
                        Text = $@"Good: {hitWindows?.WindowFor(HitResult.Good)}"
                    },
                    new OsuSpriteText {
                        Text = $@"Meh: {hitWindows?.WindowFor(HitResult.Meh)}"
                    },
                }
            });

            Add(barMeter = new BarHitErrorMeter(hitWindows, true)
            {
                Anchor = Anchor.CentreRight,
                Origin = Anchor.CentreRight,
            });

            Add(barMeter2 = new BarHitErrorMeter(hitWindows, false)
            {
                Anchor = Anchor.CentreLeft,
                Origin = Anchor.CentreLeft,
            });

            Add(colourMeter = new ColourHitErrorMeter(hitWindows)
            {
                Anchor = Anchor.CentreRight,
                Origin = Anchor.CentreRight,
                Margin = new MarginPadding {
                    Right = 50
                }
            });

            Add(colourMeter2 = new ColourHitErrorMeter(hitWindows)
            {
                Anchor = Anchor.CentreLeft,
                Origin = Anchor.CentreLeft,
                Margin = new MarginPadding {
                    Left = 50
                }
            });
        }
Exemple #2
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        public OsuAutoGenerator(IBeatmap beatmap)
            : base(beatmap)
        {
            // Already superhuman, but still somewhat realistic
            reactionTime = ApplyModsToRate(100);

            defaultHitWindows = new OsuHitWindows();
            defaultHitWindows.SetDifficulty(Beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty);
        }
        private void recreateDisplay(HitWindows hitWindows, float overallDifficulty)
        {
            this.hitWindows = hitWindows;

            hitWindows?.SetDifficulty(overallDifficulty);

            Clear();

            Add(new FillFlowContainer
            {
                Anchor       = Anchor.Centre,
                Origin       = Anchor.Centre,
                Direction    = FillDirection.Vertical,
                AutoSizeAxes = Axes.Both,
                Children     = new[]
                {
                    new SpriteText {
                        Text = $@"Great: {hitWindows?.Great}"
                    },
                    new SpriteText {
                        Text = $@"Good: {hitWindows?.Good}"
                    },
                    new SpriteText {
                        Text = $@"Meh: {hitWindows?.Meh}"
                    },
                }
            });

            Add(meter = new BarHitErrorMeter(hitWindows, true)
            {
                Anchor = Anchor.CentreRight,
                Origin = Anchor.CentreRight,
            });

            Add(meter2 = new BarHitErrorMeter(hitWindows, false)
            {
                Anchor = Anchor.CentreLeft,
                Origin = Anchor.CentreLeft,
            });
        }
Exemple #4
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        private void recreateDisplay(HitWindows hitWindows, float overallDifficulty)
        {
            hitWindows?.SetDifficulty(overallDifficulty);

            drawableRuleset.HitWindows = hitWindows;

            Clear();

            Add(new FillFlowContainer
            {
                Anchor       = Anchor.Centre,
                Origin       = Anchor.Centre,
                Direction    = FillDirection.Vertical,
                AutoSizeAxes = Axes.Both,
                Children     = new[]
                {
                    new OsuSpriteText {
                        Text = $@"Great: {hitWindows?.WindowFor(HitResult.Great)}"
                    },
                    new OsuSpriteText {
                        Text = $@"Good: {hitWindows?.WindowFor(HitResult.Ok)}"
                    },
                    new OsuSpriteText {
                        Text = $@"Meh: {hitWindows?.WindowFor(HitResult.Meh)}"
                    },
                }
            });

            Add(new BarHitErrorMeter
            {
                Anchor = Anchor.CentreRight,
                Origin = Anchor.CentreRight,
            });

            Add(new BarHitErrorMeter
            {
                Anchor = Anchor.CentreLeft,
                Origin = Anchor.CentreLeft,
            });

            Add(new BarHitErrorMeter
            {
                Anchor   = Anchor.BottomCentre,
                Origin   = Anchor.CentreLeft,
                Rotation = 270,
            });

            Add(new ColourHitErrorMeter
            {
                Anchor = Anchor.CentreRight,
                Origin = Anchor.CentreRight,
                Margin = new MarginPadding {
                    Right = 50
                }
            });

            Add(new ColourHitErrorMeter
            {
                Anchor = Anchor.CentreLeft,
                Origin = Anchor.CentreLeft,
                Margin = new MarginPadding {
                    Left = 50
                }
            });

            Add(new ColourHitErrorMeter
            {
                Anchor   = Anchor.BottomCentre,
                Origin   = Anchor.CentreLeft,
                Rotation = 270,
                Margin   = new MarginPadding {
                    Left = 50
                }
            });
        }
Exemple #5
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 public TestHitObject(HitWindows hitWindows)
 {
     HitWindows = hitWindows;
     HitWindows.SetDifficulty(0.5f);
 }
Exemple #6
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 public OsuAutoGenerator(IBeatmap beatmap, IReadOnlyList <Mod> mods)
     : base(beatmap, mods)
 {
     defaultHitWindows = new OsuHitWindows();
     defaultHitWindows.SetDifficulty(Beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty);
 }