public void ModifiersChanged() { var gameplayModifiersPanelController = Resources.FindObjectsOfTypeAll <GameplayModifiersPanelController>().FirstOrDefault(); _modifiers = gameplayModifiersPanelController.GetPrivateField <GameplayModifiers>("_gameplayModifiers"); if (SongDataUtils.IsRankedSong(_id)) { SetPPText(PPUtils.AllowedModifiers(_id.id, _modifiers)); } }
public void LevelCleared(StandardLevelScenesTransitionSetupDataSO standardLevelScenesTransitionSetupDataSO, LevelCompletionResults levelCompletionResults) { Logger.log.Debug("Level cleared"); // Score submission disabled or using practice mode if (BS_Utils.Gameplay.ScoreSubmission.WasDisabled || BS_Utils.Gameplay.ScoreSubmission.ProlongedDisabled || ((GameplayCoreSceneSetupData)standardLevelScenesTransitionSetupDataSO.sceneSetupDataArray.First(x => x.GetType().Equals(typeof(GameplayCoreSceneSetupData)))).practiceSettings != null) { Logger.log.Debug("Practice mode or score disabled"); return; } var gameplayCoreSceneSetupData = ((GameplayCoreSceneSetupData)standardLevelScenesTransitionSetupDataSO.sceneSetupDataArray[1]); var difficultyBeatmap = gameplayCoreSceneSetupData.difficultyBeatmap; SongID songID = SongDataUtils.GetSongID(difficultyBeatmap); // I don't like putting play history here but until I do a refactor I'm gonna keep it here if (SongDataUtils.IsRankedSong(songID) || Config.playHistory) { Logger.log.Debug("Beat song"); GameplayModifiers modifiers = new GameplayModifiers(levelCompletionResults.gameplayModifiers); // Remove positive modifiers if not allowed if (!PPUtils.AllowedModifiers(songID.id, modifiers)) { Logger.log.Debug("Using invalid modifiers, removing from score"); modifiers = BeatSaberUtils.RemovePositiveModifiers(modifiers); } var multiplier = levelCompletionResults.gameplayModifiersModel.GetTotalMultiplier(modifiers); var score = levelCompletionResults.rawScore * multiplier; var maxScore = ScoreModel.MaxRawScoreForNumberOfNotes(difficultyBeatmap.beatmapData.notesCount); double acc = (double)score / (double)maxScore; Logger.log.Debug($"acc: {acc}"); if (SongDataUtils.IsRankedSong(songID)) { SubmitPlay(songID, acc); } else { PlayHistoryTracker.UpdatePlayHistory(songID, acc); } } }
internal void Refresh(string id) { if (!Config.showInfo) { _parentObject.SetActive(false); return; } try { IDifficultyBeatmap difficultyBeatmap = _standardLevelDetailView.selectedDifficultyBeatmap; var newId = new ProfileDataLoader.SongID(id, difficultyBeatmap.difficulty); if (SongDataUtils.IsRankedSong(newId)) { _parentObject.SetActive(true); _rawPP = SongDataUtils.GetRawPP(newId); // Only load the acc in when a new song is selected if (_id == null || !newId.Equals(_id)) { _id = newId; LoadAcc(); } SetPPText(PPUtils.AllowedModifiers(_id.id, _modifiers)); } else { _parentObject.SetActive(false); } } catch (Exception) { Logger.log.Debug($"error with difficulty for song {id}"); _parentObject.SetActive(false); } }
private void ChangedAcc(float value) { value = (float)Math.Round(value, 2); _accuracy = value; SetPPText(PPUtils.AllowedModifiers(_id.id, _modifiers)); }