pub struct HitObject {
pub x: i32,
pub y: i32,
pub time: f32,
pub object_type: u8,
pub hit_sound: u8,
pub object_params: Vec<String>,
pub hit_sample: HitSample,
}Fields§
§x: i32§y: i32§time: f32§object_type: u8§hit_sound: u8§object_params: Vec<String>§hit_sample: HitSampleImplementations§
Source§impl HitObject
impl HitObject
pub fn from_str_with_mode(s: &str, mode: &OsuMode) -> Result<Self, String>
pub fn new(x: i32, y: i32, time: f32, object_type: u8, hit_sound: u8) -> Self
pub fn is_hit_circle(&self) -> bool
pub fn is_slider(&self) -> bool
pub fn is_new_combo(&self) -> bool
pub fn is_spinner(&self) -> bool
pub fn is_normal(&self) -> bool
pub fn is_hold(&self) -> bool
pub fn has_normal(&self) -> bool
pub fn has_whistle(&self) -> bool
pub fn has_finish(&self) -> bool
pub fn has_clap(&self) -> bool
pub fn combo_skip(&self) -> u8
pub fn end_time(&self) -> Option<i32>
pub fn slider_params(&self) -> Option<(String, Vec<String>, i32, f32)>
pub fn slider_edge_sounds(&self) -> Vec<i32>
pub fn slider_edge_sets(&self) -> Vec<(i32, i32)>
pub fn mania_column(&self, column_count: u8) -> u8
pub fn to_taiko(&self) -> TaikoHitobject
pub fn to_catch(&self) -> CatchHitobject
pub fn to_mania(&self, column_count: u8) -> (Key, u8)
pub fn get_generic_keysound(&self, soundbank: &mut SoundBank) -> KeySound
pub fn to_osu_format(&self) -> String
Trait Implementations§
impl StructuralPartialEq for HitObject
Auto Trait Implementations§
impl Freeze for HitObject
impl RefUnwindSafe for HitObject
impl Send for HitObject
impl Sync for HitObject
impl Unpin for HitObject
impl UnsafeUnpin for HitObject
impl UnwindSafe for HitObject
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more