public static BeatmapData CreateTransformedBeatmapData(BeatmapData beatmapData, GameplayOptions gameplayOptions, GameplayMode gameplayMode) { BeatmapData beatmapData2 = beatmapData; if (gameplayOptions.mirror) { beatmapData2 = BeatDataMirrorTransform.CreateTransformedData(beatmapData2); } if (gameplayMode == GameplayMode.SoloNoArrows) { beatmapData2 = BeatmapDataNoArrowsTransform.CreateTransformedData(beatmapData2); } if (gameplayOptions.obstaclesOption != GameplayOptions.ObstaclesOption.All) { beatmapData2 = BeatmapDataObstaclesTransform.CreateTransformedData(beatmapData2, gameplayOptions.obstaclesOption); } if (beatmapData2 == beatmapData) { beatmapData2 = beatmapData.GetCopy(); } if (gameplayOptions.staticLights) { BeatmapEventData[] beatmapEventData = new BeatmapEventData[] { new BeatmapEventData(0f, BeatmapEventType.Event0, 1), new BeatmapEventData(0f, BeatmapEventType.Event4, 1) }; beatmapData2 = new BeatmapData(beatmapData2.beatmapLinesData, beatmapEventData); } return(beatmapData2); }
public static BeatmapData CreateTransformedBeatmapData(BeatmapData beatmapData, BS_Utils.Gameplay.LevelData levelSetup) { BeatmapData beatmapData2 = beatmapData; if (BS_Utils.Gameplay.Gamemode.GameMode == "No Arrows") { beatmapData2 = BeatmapDataNoArrowsTransform.CreateTransformedData(beatmapData2); } //This covers all of the modifiers and player settings that were here previously beatmapData2 = BeatDataTransformHelper.CreateTransformedBeatmapData(beatmapData2, levelSetup.GameplayCoreSceneSetupData.gameplayModifiers, levelSetup.GameplayCoreSceneSetupData.practiceSettings, levelSetup.GameplayCoreSceneSetupData.playerSpecificSettings); if (beatmapData2 == beatmapData) { beatmapData2 = beatmapData.GetCopy(); } return(beatmapData2); }
public static BeatmapData CreateTransformedBeatmapData(BeatmapData beatmapData, StandardLevelSceneSetupDataSO levelSetup) { BeatmapData beatmapData2 = beatmapData; if (selectedCharacteristic == "No Arrows") { beatmapData2 = BeatmapDataNoArrowsTransform.CreateTransformedData(beatmapData2); } //This covers all of the modifiers and player settings that were here previously beatmapData2 = BeatDataTransformHelper.CreateTransformedBeatmapData(beatmapData2, levelSetup.gameplayCoreSetupData.gameplayModifiers, levelSetup.gameplayCoreSetupData.practiceSettings, levelSetup.gameplayCoreSetupData.playerSpecificSettings); if (beatmapData2 == beatmapData) { beatmapData2 = beatmapData.GetCopy(); } return(beatmapData2); }