public override void SetDifficulty(float difficulty)
 {
     Perfect = MapDifficulty.GetDifficultyValue(difficulty, timingRanges[HitResultType.Perfect]);
     Great   = MapDifficulty.GetDifficultyValue(difficulty, timingRanges[HitResultType.Great]);
     Good    = MapDifficulty.GetDifficultyValue(difficulty, timingRanges[HitResultType.Good]);
     Miss    = MapDifficulty.GetDifficultyValue(difficulty, timingRanges[HitResultType.Miss]);
 }
Exemple #2
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        protected override void ApplyMapPropertiesSelf(ControlPointGroup controlPoints, MapDifficulty difficulty)
        {
            base.ApplyMapPropertiesSelf(controlPoints, difficulty);

            ApproachDuration = MapDifficulty.GetDifficultyValue(difficulty.ApproachRate, 2000, 1500, 900);
            Scale            = MapDifficulty.GetDifficultyValue(difficulty.CircleSize, 1, 0.85f, 0.7f);
        }
 /// <summary>
 /// Sets the difficulty value to calculate the timing values.
 /// </summary>
 public virtual void SetDifficulty(float difficulty)
 {
     Perfect = MapDifficulty.GetDifficultyValue(difficulty, DefaultRanges[HitResultType.Perfect]);
     Great   = MapDifficulty.GetDifficultyValue(difficulty, DefaultRanges[HitResultType.Great]);
     Good    = MapDifficulty.GetDifficultyValue(difficulty, DefaultRanges[HitResultType.Good]);
     Ok      = MapDifficulty.GetDifficultyValue(difficulty, DefaultRanges[HitResultType.Ok]);
     Bad     = MapDifficulty.GetDifficultyValue(difficulty, DefaultRanges[HitResultType.Bad]);
     Miss    = MapDifficulty.GetDifficultyValue(difficulty, DefaultRanges[HitResultType.Miss]);
 }
        /// <summary>
        /// Applies map properties to this object only.
        /// </summary>
        protected virtual void ApplyMapPropertiesSelf(ControlPointGroup controlPoints, MapDifficulty difficulty)
        {
            IsHighlight = controlPoints.EffectPointAt(StartTime + ControlPointOffset).IsHighlight;

            ApproachDuration = MapDifficulty.GetDifficultyValue(difficulty.ApproachRate, 1000f, 750f, 500f);

            if (Timing == null)
            {
                Timing = CreateHitTiming();
            }
            if (Timing != null)
            {
                Timing.SetDifficulty(difficulty.OverallDifficulty);
            }
        }