private HitObject SetupHitObject(HitObject obj, bool setHitObject, Table.Table table) { obj.ApplyPhysics(_data, table); obj.Threshold = _data.Threshold; obj.FireEvents = setHitObject && _data.UseHitEvent; return(obj); }
private HitObject SetupHitObject(HitObject obj, Table.Table table) { obj.ApplyPhysics(_data, table); // hard coded threshold for now obj.Threshold = 2.0f; obj.FireEvents = _data.HitEvent; return(obj); }
private HitObject SetupHitObject(HitObject obj, Table.Table table) { if (!_primitive.UseAsPlayfield) { obj.ApplyPhysics(_data, table); } else { obj.SetElasticity(table.Data.Elasticity, table.Data.ElasticityFalloff); obj.SetFriction(table.Data.Friction); obj.SetScatter(MathF.DegToRad(table.Data.Scatter)); obj.SetEnabled(true); } obj.Threshold = _data.Threshold; obj.E = true; obj.FireEvents = _data.HitEvent; return(obj); }