private void recreateDisplay(HitWindows hitWindows, float overallDifficulty) { this.hitWindows = hitWindows; hitWindows?.SetDifficulty(overallDifficulty); Clear(); Add(new FillFlowContainer { Anchor = Anchor.Centre, Origin = Anchor.Centre, Direction = FillDirection.Vertical, AutoSizeAxes = Axes.Both, Children = new[] { new OsuSpriteText { Text = $@"Great: {hitWindows?.WindowFor(HitResult.Great)}" }, new OsuSpriteText { Text = $@"Good: {hitWindows?.WindowFor(HitResult.Good)}" }, new OsuSpriteText { Text = $@"Meh: {hitWindows?.WindowFor(HitResult.Meh)}" }, } }); Add(barMeter = new BarHitErrorMeter(hitWindows, true) { Anchor = Anchor.CentreRight, Origin = Anchor.CentreRight, }); Add(barMeter2 = new BarHitErrorMeter(hitWindows, false) { Anchor = Anchor.CentreLeft, Origin = Anchor.CentreLeft, }); Add(colourMeter = new ColourHitErrorMeter(hitWindows) { Anchor = Anchor.CentreRight, Origin = Anchor.CentreRight, Margin = new MarginPadding { Right = 50 } }); Add(colourMeter2 = new ColourHitErrorMeter(hitWindows) { Anchor = Anchor.CentreLeft, Origin = Anchor.CentreLeft, Margin = new MarginPadding { Left = 50 } }); }
public OsuAutoGenerator(IBeatmap beatmap) : base(beatmap) { // Already superhuman, but still somewhat realistic reactionTime = ApplyModsToRate(100); defaultHitWindows = new OsuHitWindows(); defaultHitWindows.SetDifficulty(Beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty); }
private void recreateDisplay(HitWindows hitWindows, float overallDifficulty) { this.hitWindows = hitWindows; hitWindows?.SetDifficulty(overallDifficulty); Clear(); Add(new FillFlowContainer { Anchor = Anchor.Centre, Origin = Anchor.Centre, Direction = FillDirection.Vertical, AutoSizeAxes = Axes.Both, Children = new[] { new SpriteText { Text = $@"Great: {hitWindows?.Great}" }, new SpriteText { Text = $@"Good: {hitWindows?.Good}" }, new SpriteText { Text = $@"Meh: {hitWindows?.Meh}" }, } }); Add(meter = new BarHitErrorMeter(hitWindows, true) { Anchor = Anchor.CentreRight, Origin = Anchor.CentreRight, }); Add(meter2 = new BarHitErrorMeter(hitWindows, false) { Anchor = Anchor.CentreLeft, Origin = Anchor.CentreLeft, }); }
private void recreateDisplay(HitWindows hitWindows, float overallDifficulty) { hitWindows?.SetDifficulty(overallDifficulty); drawableRuleset.HitWindows = hitWindows; Clear(); Add(new FillFlowContainer { Anchor = Anchor.Centre, Origin = Anchor.Centre, Direction = FillDirection.Vertical, AutoSizeAxes = Axes.Both, Children = new[] { new OsuSpriteText { Text = $@"Great: {hitWindows?.WindowFor(HitResult.Great)}" }, new OsuSpriteText { Text = $@"Good: {hitWindows?.WindowFor(HitResult.Ok)}" }, new OsuSpriteText { Text = $@"Meh: {hitWindows?.WindowFor(HitResult.Meh)}" }, } }); Add(new BarHitErrorMeter { Anchor = Anchor.CentreRight, Origin = Anchor.CentreRight, }); Add(new BarHitErrorMeter { Anchor = Anchor.CentreLeft, Origin = Anchor.CentreLeft, }); Add(new BarHitErrorMeter { Anchor = Anchor.BottomCentre, Origin = Anchor.CentreLeft, Rotation = 270, }); Add(new ColourHitErrorMeter { Anchor = Anchor.CentreRight, Origin = Anchor.CentreRight, Margin = new MarginPadding { Right = 50 } }); Add(new ColourHitErrorMeter { Anchor = Anchor.CentreLeft, Origin = Anchor.CentreLeft, Margin = new MarginPadding { Left = 50 } }); Add(new ColourHitErrorMeter { Anchor = Anchor.BottomCentre, Origin = Anchor.CentreLeft, Rotation = 270, Margin = new MarginPadding { Left = 50 } }); }
public TestHitObject(HitWindows hitWindows) { HitWindows = hitWindows; HitWindows.SetDifficulty(0.5f); }
public OsuAutoGenerator(IBeatmap beatmap, IReadOnlyList <Mod> mods) : base(beatmap, mods) { defaultHitWindows = new OsuHitWindows(); defaultHitWindows.SetDifficulty(Beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty); }