/// <summary> /// Ctor - /// </summary> /// <param name="map"></param> /// <param name="mods"></param> /// <param name="windows"></param> public ScoreProcessor(Qua map, ModIdentifier mods, JudgementWindows windows = null) { Map = map; Mods = mods; Stats = new List <HitStat>(); InitializeJudgementWindows(windows); InitializeMods(); }
/// <summary> /// Changes the judgement windows for the processor /// </summary> private void InitializeJudgementWindows(JudgementWindows windows) { if (windows == null) { return; } JudgementWindow[Judgement.Marv] = windows.Marvelous; JudgementWindow[Judgement.Perf] = windows.Perfect; JudgementWindow[Judgement.Great] = windows.Great; JudgementWindow[Judgement.Good] = windows.Good; JudgementWindow[Judgement.Okay] = windows.Okay; JudgementWindow[Judgement.Miss] = windows.Miss; }
/// <summary> /// Changes the judgement windows for the processor /// </summary> private void InitializeJudgementWindows(JudgementWindows windows) { Windows = windows ?? new JudgementWindows { Name = "Standard*", IsDefault = true }; JudgementWindow[Judgement.Marv] = Windows.Marvelous; JudgementWindow[Judgement.Perf] = Windows.Perfect; JudgementWindow[Judgement.Great] = Windows.Great; JudgementWindow[Judgement.Good] = Windows.Good; JudgementWindow[Judgement.Okay] = Windows.Okay; JudgementWindow[Judgement.Miss] = Windows.Miss; }
/// <summary> /// Score processor from replay. /// </summary> /// <param name="replay"></param> /// <param name="windows"></param> public ScoreProcessor(Replay replay, JudgementWindows windows = null) { Mods = replay.Mods; Score = replay.Score; Accuracy = replay.Accuracy; MaxCombo = replay.MaxCombo; CurrentJudgements[Judgement.Marv] = replay.CountMarv; CurrentJudgements[Judgement.Perf] = replay.CountPerf; CurrentJudgements[Judgement.Great] = replay.CountGreat; CurrentJudgements[Judgement.Good] = replay.CountGood; CurrentJudgements[Judgement.Okay] = replay.CountOkay; CurrentJudgements[Judgement.Miss] = replay.CountMiss; InitializeJudgementWindows(windows); InitializeMods(); }
/// <summary> /// For multiplayer /// </summary> /// <param name="map"></param> /// <param name="mods"></param> /// <param name="multiplayerProcessor"></param> /// <param name="windows"></param> public ScoreProcessor(Qua map, ModIdentifier mods, ScoreProcessorMultiplayer multiplayerProcessor, JudgementWindows windows = null) : this(map, mods, windows) { MultiplayerProcessor = multiplayerProcessor; MultiplayerProcessor.Processor = this; }
/// <summary> /// Ctor - /// </summary> /// <param name="replay"></param> /// <param name="windows"></param> public ScoreProcessorKeys(Replay replay, JudgementWindows windows = null) : base(replay, windows) { }
/// <inheritdoc /> /// <summary> /// </summary> /// <param name="map"></param> /// <param name="mods"></param> /// <param name="multiplayer"></param> /// <param name="windows"></param> public ScoreProcessorKeys(Qua map, ModIdentifier mods, ScoreProcessorMultiplayer multiplayer, JudgementWindows windows = null) : base(map, mods, multiplayer, windows) { TotalJudgements = GetTotalJudgementCount(); SummedScore = CalculateSummedScore(); InitializeHealthWeighting(); }
/// <inheritdoc /> /// <summary> /// </summary> /// <param name="map"></param> /// <param name="mods"></param> /// <param name="windows"></param> public ScoreProcessorKeys(Qua map, ModIdentifier mods, JudgementWindows windows = null) : base(map, mods, windows) { TotalJudgements = GetTotalJudgementCount(); SummedScore = CalculateSummedScore(); }