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).