Exemple #1
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 public TimedDifficultyAttributes(double time, DifficultyAttributes attributes)
 {
     Time       = time;
     Attributes = attributes;
 }
Exemple #2
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 public PerformanceAttributes Calculate(ScoreInfo score, DifficultyAttributes attributes)
 => CreatePerformanceAttributes(score, attributes);
Exemple #3
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 protected abstract PerformanceAttributes CreatePerformanceAttributes(ScoreInfo score, DifficultyAttributes attributes);
 /// <summary>
 /// Populates <see cref="DifficultyAttributes"/> after difficulty has been processed.
 /// </summary>
 /// <param name="attributes">The <see cref="DifficultyAttributes"/> to populate with information about the difficulty of <paramref name="beatmap"/>.</param>
 /// <param name="beatmap">The <see cref="IBeatmap"/> whose difficulty was processed.</param>
 /// <param name="skills">The skills which processed the difficulty.</param>
 /// <param name="clockRate">The rate at which the gameplay clock is run at.</param>
 protected abstract void PopulateAttributes(DifficultyAttributes attributes, IBeatmap beatmap, Skill[] skills, double clockRate);