MouseDance MouseDance
MouseDance MouseDance
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    Namespace MouseDance.Demo

    Code meant to illustrate how MouseDance is used. You can delete this and/or keep the code you find useful for your own project.

    Classes

    BasicDemoMain

    Simple code usage of MouseDance to run a Beatmap. This plays a countdown animation and then shows a simple Results screen afterwards.

    BasicDemoWithAltHitCircleMain

    This example shows how to use IHitObjectSizeCalculator to make the Hit Objects get increasingly smaller as we go further along the combo counter. On a new combo, it resets to the largest size.

    BasicDemoWithEQMain

    Simple code usage of MouseDance to run a Beatmap, but also updates an equalizer display while the song plays.

    BasicDemoWithHardRockMain

    Simple code usage of IBeatmapLoaded to modify a Beatmap that mimics the effects of the Hard Rock modifier before playing the Beatmap (check OnBeatmapLoaded(Beatmap)).

    DynamicDifficultyDemoMain

    Example of custom rules in the game. This one shrinks Hit Object size on every successful hit (you can change the frequency of it with MouseDance.Demo.DynamicDifficultyDemoMain._shrinkFrequency).

    LeftRightClickDemoMain

    Example of how to add custom rules to the game. Used in the Left Right Click Demo. It uses IBeatmapInput to change how input is detected, and ICustomCollectRule to change the rules on how Hit Objects are collected.

    LeftRightClickHitObjectSet

    Example of how to make the game instantiate a differently shaped Hit Object based on the rules. Used in the Left Right Click Demo. When the Hit Object is coloured red, we'll instantiate the regular Hit Objects. When the Hit Object is coloured blue, we'll instantiate a different shape of Hit Objects. Just like in LeftRightClickDemoMain, we're assuming the colours are assigned properly, wherein there are only two combo colours, red and blue. So we can easily figure it out based on the Combo Colour Index: 0 for red, 1 for blue.

    MainMenu

    MyHitObjectSet

    Sample sub-class of HitObjectSet to show how you can change prefab instantiation rules.

    OptionsDisplay

    Handles showing/hiding an Options window, also handles user-input on the buttons of the Options window.

    ResultsDisplay

    Handles showing a screen that displays player score at the end of the game.

    SceneButton

    SceneList

    SceneList.Entry

    SliderTest

    Hardcoded tests to show some SDF curves

    Squares

    Renders many squares on-screen meant for EQ display, using Unity UI.

    TestSDF2Line

    TestSDF3Line

    TestSDFCurve

    TestSDFLine

    Enums

    BasicDemoWithEQMain.AudioVisualizerMode