Interface IHitObject
Read-only access to a Hit Object. Used for callback events.
Namespace: MouseDance.Runtime
Assembly: MouseDance.Runtime.dll
Syntax
public interface IHitObject
Properties
Colour
Colour that this Hit Object is in. Used by visual effects so that their colour matches the Hit Object's colour.
Declaration
Color Colour { get; }
Property Value
Type | Description |
---|---|
Color |
ComboColourIndex
The index of the colour used by this Hit Object. This can be used to identify or differentiate this Hit Object from others that are using a different colour.
Declaration
int ComboColourIndex { get; }
Property Value
Type | Description |
---|---|
Int32 |
ComboCounter
The number displayed on this Hit Object.
Declaration
int ComboCounter { get; }
Property Value
Type | Description |
---|---|
Int32 |
EffectsPos
When this Hit Object is pressed or missed, this is the position where the visual effects should spawn in.
Declaration
Vector3 EffectsPos { get; }
Property Value
Type | Description |
---|---|
Vector3 | An (x, y, z) position |
Remarks
This is an (x, y, z) position, though the z value is 0 and can be ignored. The only reason why this is a Vector3 and not a Vector2 is so that this value can be easily assigned to a Transform's position.
Index
Index position of this Hit Object in the entire Beatmap. Starts at 0.
Declaration
int Index { get; }
Property Value
Type | Description |
---|---|
Int32 |
IsEnabled
Informs the BeatmapRunner whether it should consider this Hit Object as hittable or not. Disabled Hit Objects are "despawned" and are back into the pool and therefore should not be used.
Declaration
bool IsEnabled { get; }
Property Value
Type | Description |
---|---|
Boolean | True: This Hit Object is "enabled", currently being used and is on-screen. |
PoolId
Which pool of prefabs this Hit Object prefab will belong to. Important once it's time to despawn this Hit Object.
Declaration
string PoolId { get; }
Property Value
Type | Description |
---|---|
String |
Pressed
Whether this Hit Object has been pressed already.
Declaration
bool Pressed { get; }
Property Value
Type | Description |
---|---|
Boolean | True: Hit Object has already been pressed. |
RequiresHold
Does this Hit Object need to be pressed for a long time? Only Hit Objects that return true on this will receive the OnReleased() event.
Declaration
bool RequiresHold { get; }
Property Value
Type | Description |
---|---|
Boolean |