public BeatmapSet(Beatmap[] beatmaps, BeatmapCharacteristic characteristic) { Characteristic = characteristic; Beatmaps = beatmaps; foreach (var beatmap in Beatmaps) { beatmap.BeatmapSet = this; } }
public void Write(AssetsWriter writer) { BeatmapCharacteristic.Write(writer); writer.Write(DifficultyBeatmaps.Count); foreach (var db in DifficultyBeatmaps) { db.Write(writer); } }
internal BeatSaver_DifficultyBeatmapSet(BeatSaver_CustomBeatmapLevel p_BSBeatmapLevel, BeatmapCharacteristicSO p_CharacteristicSO, BeatmapCharacteristic p_Characteristic) { beatmapCharacteristic = p_CharacteristicSO; List <IDifficultyBeatmap> l_Difficulties = new List <IDifficultyBeatmap>(); foreach (var l_Current in p_Characteristic.Difficulties) { if (!l_Current.Value.HasValue) { continue; } l_Difficulties.Add(new BeatSaver_DifficultyBeatmap(this, p_BSBeatmapLevel, p_CharacteristicSO, Utils.Songs.SerializedToDifficulty(l_Current.Key), l_Current.Value.Value)); } difficultyBeatmaps = l_Difficulties.ToArray(); }
public static string GetEnumString(this BeatmapCharacteristic characteristic) => characteristic switch {