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.