| bool StartReplay(ReplayLaunchData data) |
Starts the replay using provided ReplayLaunchData. This way doesn’t pop the gameplay scene, so use it only if you know what you do!
| void StartReplay(ReplayLaunchData data) |
Starts the replay using provided ReplayLaunchData. Unlike ReplayerLauncher.StartReplay pops the gameplay scene!
| async Task StartReplayAsync(Replay replay, Player? player = null, ReplayerSettings? settings = null) |
Starts the replay without manual ReplayLaunchData creation.
Overloads
async Task StartReplayAsync(Replay replay, Player? player, ReplayerSettings? settings, CancellationToken token)
| IReadOnlyList<IReplay> Replays { get; protected set; } |
Returns IReadOnlyList<IReplay>.
| IReplayComparator ReplayComparator { get; protected set; } |
Returns IReplayComparator.
| IDifficultyBeatmap DifficultyBeatmap { get; protected set; } |
Returns IDifficultyBeatmap which describes the beatmap.
| EnvironmentInfoSO? EnvironmentInfo { get; protected set; } |
Returns EnvironmentInfoSO which describes overriding environment.
| ReplayerSettings Settings { get; protected set; } |
Returns ReplayerSettings.
| void Init(IReplay replay, IReplayComparator comparator, ReplayerSettings settings, IDifficultyBeatmap? difficultyBeatmap = null, EnvironmentInfoSO? environmentInfo = null) |
Default ReplayerLaunchData initializer. Used to provide all required data.
Overloads
void Init(IReadOnlyList<IReplay> replays, IReplayComparator comparator, ReplayerSettings settings, IDifficultyBeatmap? difficultyBeatmap = null, EnvironmentInfoSO? environmentInfo = null)
| void Pause(bool notifyListeners = true, bool forcePause = false) |
Pauses the replay.
| void Resume(bool notifyListeners = true, bool forceResume = false) |
Resumes the replay.
You can also use BeatLeader.Models.IReplayTimeController for advanced accessability.
|
| void Rewind(float time, bool resumeAfterRewind = true) |
Rewinds the replay.
| void SetSpeedMultiplier(float speedMultiplier, bool resumeAfterSpeedChange = true) |
Changes speed of the replay.
| IViewableCameraController ViewableCamera { get; } |
Returns an instance of an object which implements IViewableCamera and used by ReplayerCameraController or NULL if camera is not initialized or disabled.
| Camera? Camera { get; } |
Returns an instance of a camera used by IViewableCameraController or NULL if it is not set.
| ICameraView? SelectedView { get; } |
Returns currently used view or NULL if it is not set.
| IList<ICameraView> Views { get; } |
Returns a list containing all views.
| void SetCamera(Camera camera) |
Sets the camera instance.
| bool SetView(string name) |
Sets the view from list by it’s name. Returns True if the view with the specified name is exists and False if not.
| void SetEnabled(bool enabled = true) |
Sets the state of the camera controller.
| IList<GameTweak> Tweaks { get; } |
Returns a list containing all initialized tweaks. Use IList.Add() to initialize the tweak and IList.Remove() to uninitialize.
| bool CanBeInstalled { get; } |
Should return True if the tweak can be installed and False if not.
| void LateInitialize() |
Called on the unity’s MonoBehaviour action Start.
| void Initialize() |
Called on the unity’s MonoBehaviour action Awake.
| void Dispose() |
Called on the unity’s MonoBehaviour action Destroy.
| IList<GameHotkey> Hotkeys { get; } |
Returns a list containing all hotkeys. Use IList.Add() to add the hotkey to the processing queue and IList.Remove() to remove.
| KeyCode Key { get; } |
Should return KeyCode to which the hotkey will be bound to.
| void OnKeyDown() |
Called when the specified key is pressed.
| void OnKeyUp() |
Called when the specified key is released.
| void PauseSabersSparkles(bool pause) |
Pauses particles related to the both sabers.
| void ModifyLevelFailedTextEffect(bool showText) |
Enables or disables level failed animation at the end of the level.
| void ModifyComboPanel(int combo, int maxCombo, bool shouldBeBroken = false) |
Modifies texts on the combo panel. shouldBeBroken describes visibility of the lines between which the combo text is located.
| void ModifyEnergyPanel(float energy, bool shouldBeLost = false) |
Modifies energy panel progress. shouldBeLost describes how the panel looks like. It will look normal with False and like after the level fail with True.
| void ModifyDebrisPhysics(float multiplier) |
Modifies notes debris speed and gravity based on multiplier.
| void ShowHands(bool show = true) |
Shows or hides menu-like handles used to control the UI.
| IReadOnlyList<VirtualPlayer> Players { get; } |
Returns the list containing all replay players.
| VirtualPlayer? PriorityPlayer { get; } |
Returns the priority player for all replays.
| void Spawn(IReplay replay) |
Spawns new virtual player from the replay.
| void Despawn(VirtualPlayer player) |
Despawns an existing player.