/// <summary> /// Helper method to get a difficulty of this Song /// </summary> /// <param name="diff">Requested difficulty</param> /// <param name="difficulty">the difficulty - Will be a random difficulty if not found, make sure to check the return value of the method!</param> /// <returns>True if the requested difficulty exists, false otherwise</returns> public bool GetDifficulty(out SongDifficulty difficulty, MapDifficulty diff, MapCharacteristic characteristic = MapCharacteristic.Standard) { for (int i = 0; i < diffCount; i++) { ref var x = ref SongDetailsContainer.difficulties[i + diffOffset]; if (x.difficulty == diff && x.characteristic == characteristic) { difficulty = x; return(true); } }
public static BeatDataCharacteristics ConvertToBeatDataCharacteristics(MapCharacteristic mapCharacteristic) { var result = BeatDataCharacteristics.Unkown; switch (mapCharacteristic) { case MapCharacteristic.Custom: result = BeatDataCharacteristics.Unkown; break; case MapCharacteristic.Standard: result = BeatDataCharacteristics.Standard; break; case MapCharacteristic.OneSaber: result = BeatDataCharacteristics.OneSaber; break; case MapCharacteristic.NoArrows: result = BeatDataCharacteristics.NoArrows; break; case MapCharacteristic.NinetyDegree: result = BeatDataCharacteristics.Degree90; break; case MapCharacteristic.ThreeSixtyDegree: result = BeatDataCharacteristics.Degree360; break; case MapCharacteristic.Lightshow: result = BeatDataCharacteristics.Lightshow; break; case MapCharacteristic.Lawless: result = BeatDataCharacteristics.Lawless; break; default: break; } return(result); }