internal BeatSaver_DifficultyBeatmap(BeatSaver_DifficultyBeatmapSet p_Parent, BeatSaver_CustomBeatmapLevel p_BSBeatmapLevel, BeatmapCharacteristicSO p_CharacteristicSO, BeatmapDifficulty p_Difficulty, BeatmapCharacteristicDifficulty p_CharacteristicDifficulty) { level = p_BSBeatmapLevel; parentDifficultyBeatmapSet = p_Parent; difficulty = p_Difficulty; noteJumpMovementSpeed = p_CharacteristicDifficulty.NoteJumpSpeed; noteJumpStartBeatOffset = p_CharacteristicDifficulty.NoteJumpSpeedOffset; beatmapData = new BeatmapData(4); /// From DefaultRating switch (p_Difficulty) { case BeatmapDifficulty.Easy: difficultyRank = 1; break; case BeatmapDifficulty.Normal: difficultyRank = 3; break; case BeatmapDifficulty.Hard: difficultyRank = 5; break; case BeatmapDifficulty.Expert: difficultyRank = 7; break; case BeatmapDifficulty.ExpertPlus: difficultyRank = 9; break; } for (int l_I = 0; l_I < p_CharacteristicDifficulty.Notes; ++l_I) { beatmapData.AddBeatmapObjectData(NoteData.CreateBasicNoteData(0f, 0, NoteLineLayer.Base, ColorType.ColorA, NoteCutDirection.Any)); } }