good to see this 

None of this falls under the scope of this SDK.Krzysiek wrote:
Stuff I'd like to see regarding SDK
peppy wrote:
You are calling brackets and extra commenting more complicated? I never said "less functional".
Please do not start a language war in this thread; the osu!sdk will only be made available in c#.
Then, find me some books/ e-books with GOOD explained things, (not just mentioned, like almost 70 % of internet tutorials)peppy wrote:
namespace keeps things organised.
the override is setting the type of your module.
the runallrules definition is providing you with every hitobject in the song (with r/w access).
i'm pretty sure putting a few hours into learning the language would teach you these things, though.
Done, Issued on github.peppy wrote:
Custom editor modes may be supported.
Generating SB script can be added.
Custom panels will not be supported.
If you are looking for specific API additions, please file issues on github with examples of how they will be used.
Ошибка 3 "osu.GameModes.Edit.AiMod.AiModType" не содержит определение для "Errors" e:\prg\peppy-osu-sdk-5be32ec\AiModTestProject\AiModTest.cs 17 36 AiModTestProjectMeaning there is no definition for "Errors"
BeatmapBase b = OsuHelper.GetCurrentBeatmap();
Console.WriteLine("AR: {0} CS: {1} HP: {2} OD: {3}",
b.DifficultyApproachRate,
b.DifficultyCircleSize,
b.DifficultyHpDrainRate,
b.DifficultyOverall);
using osu.GameplayElements.Beatmaps;
using osu.Interfacing;
BeatmapBase b = OsuHelper.GetCurrentBeatmap();If I comment it out AIMod opens normally
Just about everything you've requested is already there, it sounds like you just want to access it during gameplay. Doesn't seem too unreasonable.Marcin wrote:
Well, I'm going to make on my summer break, based on Arduino micro-controller LED lights, which I want to pulse in rhythm of osu!. What I'll need basically is:
- An API, with event, which would be called everytime, the player starts / stops map (Which would return "BeatmapInformation" class with BPM, Length, Timing points (with inherited timing points, for getting sampleset [soft / normal]?) This would be very nice for speed calculations. At least a way to get the base BPM and the BPM modified with slider velocity would be nice.
- Getting current time of mp3 (while playing, so I'll be able to sync up my lights, with osu! rhythm). Umm, why would this be needed? Use the current time of the hitobjects, or do it like Nightcore and follow the BPM (gotten with the point above)
- Events about hitsounds - Clap, Whistle, Normal, and Finish - called everytime, when player hits those. (Additionally, information if it was circle, slider [at which case, would provide if it's slider start / end], and spinner [with length information]) You can already get the hitsounds with the current API, as well as check for sliders and spinners.
Is there a way, that osu!sdk could provide it (everything up there, would be used for actual Gameplay)?
osuClass.PlayerEvent += new PlayerHit(myFunctiontoDealwithIt);
private void myFunctionDealwithIt(PlayerHit ph)Where PlayerHit has some properties like:
{
//Some calls to my own Arduino-based API, creating fancy lights
}
ph.ObjectType
{
Circle
SliderStart
SliderEnd
Spinner
}
ph.CurrentTime (which returns current playtime)
ph.HitSound
{
Normal
Clap
Whistle
Finish
}
ph.nextExists (returning true / false depending if there is next object, after currently called).
This got fixed, I guess? https://github.com/peppy/osu-sdk/issues/17Dest Matter wrote:
PositionAtTime isn't actually implemented yet, all it does is return the starting position, so sadly getting the slider length isn't really doable.
palion wrote:
good to see this
peppy wrote:
Krzysiek wrote:
Stuff I'd like to see regarding SDK
None of this falls under the scope of this SDK.