Esempio n. 1
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        public void ApplyToDrawableRuleset(DrawableRuleset <OsuHitObject> drawableRuleset)
        {
            gameplayClock = drawableRuleset.FrameStableClock;

            // Hide judgment displays and follow points as they won't make any sense.
            // Judgements can potentially be turned on in a future where they display at a position relative to their drawable counterpart.
            drawableRuleset.Playfield.DisplayJudgements.Value = false;
            (drawableRuleset.Playfield as OsuPlayfield)?.FollowPoints.Hide();
        }
Esempio n. 2
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        public void ApplyToDrawableRuleset(DrawableRuleset <OsuHitObject> drawableRuleset)
        {
            gameplayClock = drawableRuleset.FrameStableClock;

            // Grab the input manager to disable the user's cursor, and for future use
            inputManager = (OsuInputManager)drawableRuleset.KeyBindingInputManager;
            inputManager.AllowUserCursorMovement = false;

            // Generate the replay frames the cursor should follow
            replayFrames = new OsuAutoGenerator(drawableRuleset.Beatmap, drawableRuleset.Mods).Generate().Frames.Cast <OsuReplayFrame>().ToList();
        }
Esempio n. 3
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        public void ApplyToDrawableRuleset(DrawableRuleset <OsuHitObject> drawableRuleset)
        {
            ruleset = drawableRuleset;
            drawableRuleset.KeyBindingInputManager.Add(new InputInterceptor(this));

            var firstHitObject = ruleset.Objects.FirstOrDefault();

            firstObjectValidJudgementTime = (firstHitObject?.StartTime ?? 0) - (firstHitObject?.HitWindows.WindowFor(HitResult.Meh) ?? 0);

            gameplayClock = drawableRuleset.FrameStableClock;
        }