MouseDance MouseDance
MouseDance MouseDance
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    Namespace MouseDance.Runtime

    All code needed for running MouseDance.

    Classes

    BeatmapAreaAdjuster

    Adds an optional position offset to the 4:3 area of the Beatmap, especially meant for use in portrait mode (i.e. mobile).

    BeatmapRunner

    Main class for starting a beatmap.

    BeatmapUtil

    Utility code for getting/deriving Beatmap properties.

    Effects

    Common entry point for any visual effects prefab instantiated by the HitObjectManager.

    GraphicsUtil

    Utility code for geometrical functions needed by Sliders, and graphical code needed by other parts of the game.

    HitCircle

    Graphical representation of a Hit Circle, displayed on the Beatmap Canvas by the HitObjectManager, and checked for mouse click by the BeatmapRunner.

    HitEffectsSet

    All prefabs needed by HitObjectManager to hit/miss effects, grouped for easy reference.

    HitObjectColours

    Combo Colours used by Hit Objects, and some simple tweaks with how they are applied.

    HitObjectManager

    Responsible for spawning and pooling Hit Objects and visual effects, plus playing any sound effects.

    HitObjectManagerSettings

    Values for tweaking Hit Objects

    HitObjectSet

    All prefabs needed by HitObjectManager to spawn Hit Objects and effects, grouped for easy reference.

    SDF2Line

    Draws two lines connected together, giving you three control points (start, mid, end). Rendered in SDF (signed distance field).

    SDF3Line

    Draws three lines connected together, giving you four control points (start, mid1, mid2, end). Rendered in SDF (signed distance field).

    SDFCurve

    Draws a curve with multiple points. Rendered in SDF (signed distance field).

    SDFLine

    Draws a straight line with two endpoints. Rendered in SDF (signed distance field).

    Slider

    Graphical representation of a Slider, displayed on the Beatmap Canvas by the HitObjectManager, and checked for mouse click by the BeatmapRunner.

    SliderBall

    Handles display and movement of a 3d ball that moves through a Slider's body.

    SliderTick

    Handles position and colour of a Slider Tick displayed on-screen.

    SoundEffectSet

    All AudioClips needed by HitObjectManager for hit/miss sound effects, grouped for easy reference.

    Util

    Miscellaneous utility code.

    Structs

    Gradient

    Simple struct holding two Color32 that represents start and end of gradient. Used by SDFCurve.

    HitEffectsSet.CustomVisualEffect

    Struct for specifying custom visual effects prefabs, identified by a string ID. Used for custom rules in a AllowCollect(IHitObject, IReadOnlyList<IHitObject>).

    HitObjectReaction

    How you want a Hit Object to react to being clicked on.

    SoundEffectSet.CustomSoundEffect

    Struct for specifying custom sound effects, identified by a string ID. Used for custom rules in a AllowCollect(IHitObject, IReadOnlyList<IHitObject>).

    Interfaces

    IBeatmapResults

    Provides information about the game that just ended. Used in IBeatmapEnd.

    IBeatmapRunner

    Used by Hit Objects to report when they are pressed (for adding score).

    IHitObject

    Read-only access to a Hit Object. Used for callback events.

    IHitObjectWithEvents

    Common properties among Hit Objects. Used so BeatmapRunner can handle Hit Objects regardless of what type they are.

    ISlider

    Used by the SliderBall to notify the Slider its rolling through of events.

    ISliderBall

    Properties of a Slider Ball that is exposed to a Slider.

    Enums

    BeatmapRunner.State

    Used to inform the status of the BeatmapRunner.

    LayerSpawnType

    ReactType

    How a Hit Object will react when pressed/clicked.

    SliderReachType

    Used to differentiate when the Slider Ball has reached the tail-end of the Slider, or the head of the Slider (moving in reverse).