Пример #1
0
        private void load(SkinManager skinManager, IBeatmap beatmap, BeatmapDifficultyCache difficultyCache)
        {
            RegisterPool <TouchHold, DrawableTouchHold>(2);

            // handle colouring of playfield elements
            beatmapDifficulty = difficultyCache.GetBindableDifficulty(beatmap.BeatmapInfo);

            skin = skinManager.CurrentSkin.GetBoundCopy();
            sentakkiRulesetConfig?.BindWith(SentakkiRulesetSettings.RingColor, ringColor);
        }
Пример #2
0
        private void load([CanBeNull] IBindable <WorkingBeatmap> workingBeatmap, [CanBeNull] BeatmapDifficultyCache difficultyCache)
        {
            if (workingBeatmap == null || difficultyCache == null)
            {
                return;
            }

            var beatmapDifficulty = difficultyCache.GetBindableDifficulty(beatmap.BeatmapInfo).Value;

            LoadComponentAsync(new BeatmapInfoWedge(workingBeatmap.Value, mods.Value, beatmapDifficulty ?? new StarDifficulty()), Add);
        }