public DrawableTestHit(Hit hit, HitResult type = HitResult.Great) : base(hit) { Type = type; HitObject.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty()); }
public override void UpdateHitObject(HitObject hitObject) { scheduledUpdate?.Cancel(); scheduledUpdate = Schedule(() => { beatmapProcessor?.PreProcess(); hitObject?.ApplyDefaults(playableBeatmap.ControlPointInfo, playableBeatmap.BeatmapInfo.BaseDifficulty); beatmapProcessor?.PostProcess(); }); }
public DrawableFlyingHit(DrawableDrumRollTick drumRollTick) : base(new IgnoreHit { StartTime = drumRollTick.HitObject.StartTime + drumRollTick.Result.TimeOffset, IsStrong = drumRollTick.HitObject.IsStrong, Type = drumRollTick.JudgementType }) { HitObject.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty()); }
/// <summary> /// Updates a <see cref="HitObject"/>, invoking <see cref="HitObject.ApplyDefaults"/> and re-processing the beatmap. /// </summary> /// <param name="hitObject">The <see cref="HitObject"/> to update.</param> public void UpdateHitObject(HitObject hitObject) { scheduledUpdate?.Cancel(); scheduledUpdate = Scheduler.AddDelayed(() => { beatmapProcessor?.PreProcess(); hitObject?.ApplyDefaults(ControlPointInfo, BeatmapInfo.BaseDifficulty); beatmapProcessor?.PostProcess(); }, 0); }
public DrawableTestHit(Hit hit, HitResult type = HitResult.Great, bool kiai = false) : base(hit) { Type = type; var controlPoints = new ControlPointInfo(); controlPoints.Add(0, new EffectControlPoint { KiaiMode = kiai }); HitObject.ApplyDefaults(controlPoints, new BeatmapDifficulty()); }
public DrawableTestStrongHit(double startTime, HitResult type = HitResult.Great, bool hitBoth = true) : base(new Hit { IsStrong = true, StartTime = startTime, }) { // in order to create nested strong hit HitObject.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty()); this.type = type; this.hitBoth = hitBoth; }
protected void ApplyDefaultsToHitObject() => HitObject.ApplyDefaults(beatmap.ControlPointInfo, beatmap.Difficulty);
/// <summary> /// Invokes <see cref="HitObject.ApplyDefaults"/>, refreshing <see cref="HitObject.NestedHitObjects"/> and parameters for the <see cref="HitObject"/>. /// </summary> protected void ApplyDefaultsToHitObject() => HitObject.ApplyDefaults(beatmap.Value.Beatmap.ControlPointInfo, beatmap.Value.Beatmap.BeatmapInfo.BaseDifficulty);
private void addHitObject(HitObject hitObject) { beatmapProcessor?.PreProcess(); hitObject.ApplyDefaults(playableBeatmap.ControlPointInfo, playableBeatmap.BeatmapInfo.BaseDifficulty); beatmapProcessor?.PostProcess(); }