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MapsetParser.xml
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<?xml version="1.0"?>
<doc>
<assembly>
<name>MapsetParser</name>
</assembly>
<members>
<member name="T:MapsetParser.objects.Beatmap.Sampleset">
<summary> Which type of hit sounds are used, does not affect hitnormal if addition. </summary>
</member>
<member name="T:MapsetParser.objects.Beatmap.Mode">
<summary> Which type of game mode the beatmap is for. </summary>
</member>
<member name="T:MapsetParser.objects.Beatmap.Difficulty">
<summary> Which type of difficulty level the beatmap is considered. </summary>
</member>
<member name="M:MapsetParser.objects.Beatmap.ApplyStacking">
<summary> Applies stacking for objects in the beatmap, updating the stack index and position values. </summary>
</member>
<member name="M:MapsetParser.objects.Beatmap.CanStack(MapsetParser.objects.hitobjects.Stackable,MapsetParser.objects.hitobjects.Stackable)">
<summary> Returns whether two stackable objects could be stacked. </summary>
</member>
<member name="M:MapsetParser.objects.Beatmap.IsStacked(MapsetParser.objects.hitobjects.Stackable,MapsetParser.objects.hitobjects.Stackable)">
<summary> Returns whether two stackable objects are currently stacked. </summary>
</member>
<member name="M:MapsetParser.objects.Beatmap.ShouldStack(MapsetParser.objects.hitobjects.Stackable,MapsetParser.objects.hitobjects.Stackable)">
<summary> Returns whether two stackable objects should be stacked, but currently are not. </summary>
</member>
<member name="M:MapsetParser.objects.Beatmap.CanStackTail(MapsetParser.objects.hitobjects.Slider,MapsetParser.objects.hitobjects.Stackable)">
<summary> Returns whether a stackable following a slider could be stacked under the tail
(or over in case of slider and slider). </summary>
</member>
<member name="M:MapsetParser.objects.Beatmap.IsStackedTail(MapsetParser.objects.hitobjects.Slider,MapsetParser.objects.hitobjects.Stackable)">
<summary> Returns whether a stackable following a slider is stacked under the tail
(or over in case of slider and slider). </summary>
</member>
<member name="M:MapsetParser.objects.Beatmap.ShouldStackTail(MapsetParser.objects.hitobjects.Slider,MapsetParser.objects.hitobjects.Stackable)">
<summary> Returns whether a stackable following a slider should be stacked under the slider tail
(or slider over the head in case of slider and slider), but currently is not. </summary>
</member>
<member name="M:MapsetParser.objects.Beatmap.MeetsStackTime(MapsetParser.objects.hitobjects.Stackable,MapsetParser.objects.hitobjects.Stackable)">
<summary> Returns whether two stackable objects are close enough in time to be stacked. Measures from start to start time. </summary>
</member>
<member name="M:MapsetParser.objects.Beatmap.MeetsStackDistance(MapsetParser.objects.hitobjects.Stackable,MapsetParser.objects.hitobjects.Stackable)">
<summary> Returns whether two stackable objects are close enough in space to be stacked. Measures from head to head. </summary>
</member>
<member name="M:MapsetParser.objects.Beatmap.StackTimeThreshold">
<summary> Returns how far apart in time two objects can be and still be able to stack. </summary>
</member>
<member name="M:MapsetParser.objects.Beatmap.BinaryTimeSearch``1(System.Collections.Generic.List{``0},System.Func{``0,System.Double},System.Double,System.Int32,System.Int32)">
<summary> Returns the element in the sorted list where the given time is greater
than the element time, but less than the next element time (e.g. the line in effect
at some point in time, if we give a list of timing lines).
<br></br><br></br>
Since the list is sorted, we can use the Binary Search algorithm here to get
O(logn) time complexity, instead of O(n), which we would get from linear searching. </summary>
</member>
<member name="M:MapsetParser.objects.Beatmap.GetTimingLine(System.Double,System.Boolean,System.Boolean)">
<summary> Returns the timing line currently in effect at the given time, if any, otherwise the first, O(logn).
Optionally with a 5 ms backward leniency for hit sounding, or 2 ms for slider ticks. </summary>
</member>
<member name="M:MapsetParser.objects.Beatmap.GetTimingLine``1(System.Double,System.Boolean,System.Boolean)">
<summary> Same as <see cref="M:MapsetParser.objects.Beatmap.GetTimingLine(System.Double,System.Boolean,System.Boolean)"/> except only considers objects of a given type. </summary>
</member>
<member name="M:MapsetParser.objects.Beatmap.GetNextTimingLine(System.Double)">
<summary> Returns the next timing line, if any, otherwise null, O(logn). </summary>
</member>
<member name="M:MapsetParser.objects.Beatmap.GetNextTimingLine``1(System.Double)">
<summary> Same as <see cref="M:MapsetParser.objects.Beatmap.GetNextTimingLine(System.Double)"/> except only considers objects of a given type. </summary>
</member>
<member name="M:MapsetParser.objects.Beatmap.GetHitObject(System.Double)">
<summary> Returns the current or previous hit object if any, otherwise the first, O(logn). </summary>
</member>
<member name="M:MapsetParser.objects.Beatmap.GetHitObject``1(System.Double)">
<summary> Same as <see cref="M:MapsetParser.objects.Beatmap.GetHitObject(System.Double)"/> except only considers objects of a given type. </summary>
</member>
<member name="M:MapsetParser.objects.Beatmap.GetPrevHitObject(System.Double)">
<summary> Returns the previous hit object if any, otherwise the first, O(logn). </summary>
</member>
<member name="M:MapsetParser.objects.Beatmap.GetPrevHitObject``1(System.Double)">
<summary> Same as <see cref="M:MapsetParser.objects.Beatmap.GetPrevHitObject(System.Double)"/> except only considers objects of a given type. </summary>
</member>
<member name="M:MapsetParser.objects.Beatmap.GetNextHitObject(System.Double)">
<summary> Returns the next hit object after the current, if any, otherwise null, O(logn). </summary>
</member>
<member name="M:MapsetParser.objects.Beatmap.GetNextHitObject``1(System.Double)">
<summary> Same as <see cref="M:MapsetParser.objects.Beatmap.GetNextHitObject(System.Double)"/> except only considers objects of a given type. </summary>
</member>
<member name="M:MapsetParser.objects.Beatmap.GetUnsnapIssue(System.Double)">
<summary> Returns the unsnap in ms of notes unsnapped by 2 ms or more, otherwise null. </summary>
</member>
<member name="M:MapsetParser.objects.Beatmap.GetComboColourIndex(System.Double)">
<summary> Returns the current combo colour number, starts at 0. </summary>
</member>
<member name="M:MapsetParser.objects.Beatmap.GetDisplayedComboColourIndex(System.Double)">
<summary> Same as <see cref="M:MapsetParser.objects.Beatmap.GetComboColourIndex(System.Double)"/>, except accounts for a bug which makes the last registered colour in
the code the first number in the editor. Basically use for display purposes.</summary>
</member>
<member name="M:MapsetParser.objects.Beatmap.AsDisplayedComboColourIndex(System.Int32)">
<summary> Accounts for a bug which makes the last registered colour in
the code the first number in the editor. Basically use for display purposes.</summary>
</member>
<member name="M:MapsetParser.objects.Beatmap.HasDifficultySpecificStoryboard">
<summary> Returns whether a difficulty-specific storyboard is present, does not care about .osb files. </summary>
</member>
<member name="M:MapsetParser.objects.Beatmap.GetDifficulty(System.Boolean)">
<summary> Returns the interpreted difficulty level based on the star rating of the beatmap
(may be inaccurate since recent sr reworks were done), can optionally consider diff names. </summary>
</member>
<member name="F:MapsetParser.objects.Beatmap.nameDiffPairs">
<summary> A list of aliases for difficulty levels. Can't be ambigious with named top diffs, so something
like "Lunatic", "Another", or "Special" which could be either Insane or top diff is no good.
See https://osu.ppy.sh/help/wiki/Ranking_Criteria/Difficulty_Naming for reference. </summary>
</member>
<member name="M:MapsetParser.objects.Beatmap.GetDifficultyName(System.Nullable{MapsetParser.objects.Beatmap.Difficulty})">
<summary> Returns the name of the difficulty in a gramatically correct way, for example "an Easy" and "a Normal".
Mostly useful for adding in the middle of sentences.</summary>
</member>
<member name="M:MapsetParser.objects.Beatmap.GetDrainTime">
<summary> Returns the complete drain time of the beatmap, accounting for breaks. </summary>
</member>
<member name="M:MapsetParser.objects.Beatmap.GetPlayTime">
<summary> Returns the play time of the beatmap, starting from the first object and ending at the end of the last object. </summary>
</member>
<member name="M:MapsetParser.objects.Beatmap.GetCountdownStartBeat">
<summary> Returns the beat number from offset 0 at which the countdown would start, accounting for
countdown offset and speed. No countdown if less than 0. </summary>
</member>
<member name="M:MapsetParser.objects.Beatmap.GetOffsetIntoBeat(System.Double)">
<summary> Returns how many ms into a beat the given time is. </summary>
</member>
<member name="M:MapsetParser.objects.Beatmap.GetLowestDivisor(System.Double)">
<summary> Returns the lowest possible beat snap divisor to get to the given time with less than 2 ms of unsnap, 0 if unsnapped. </summary>
</member>
<member name="M:MapsetParser.objects.Beatmap.GetTheoreticalUnsnap(System.Double)">
<summary> Returns the unsnap ignoring all of the game's rounding and other approximations. Can be negative. </summary>
</member>
<member name="M:MapsetParser.objects.Beatmap.GetTheoreticalUnsnap(System.Double,System.Int32,MapsetParser.objects.timinglines.UninheritedLine)">
<summary> Returns the unsnap, from the given snap divisor, ignoring all of the game's rounding and other approximations.
Optionally supply the uninherited line, instead of the method looking this up itself. The value returned is in terms of
how much the object needs to be moved forwards in time to be snapped. </summary>
</member>
<member name="M:MapsetParser.objects.Beatmap.GetPracticalUnsnap(System.Double)">
<summary> Returns the unsnap accounting for the way the game rounds (or more accurately doesn't round) snapping. <para/>
The value returned is in terms of how much the object needs to be moved forwards in time to be snapped. </summary>
</member>
<member name="M:MapsetParser.objects.Beatmap.GetPracticalUnsnap(System.Double,System.Int32,MapsetParser.objects.timinglines.UninheritedLine)">
<summary> Same as <see cref="M:MapsetParser.objects.Beatmap.GetTheoreticalUnsnap(System.Double,System.Int32,MapsetParser.objects.timinglines.UninheritedLine)"/>, except accounts for the way
the game rounds ms times. </summary>
</member>
<member name="M:MapsetParser.objects.Beatmap.GetCombo(MapsetParser.objects.HitObject)">
<summary> Returns the combo number (the number you see on the notes), of a given hit object. </summary>
</member>
<member name="M:MapsetParser.objects.Beatmap.GetObjectDensity">
<summary> Returns the hit object count divided by the drain time. </summary>
</member>
<member name="M:MapsetParser.objects.Beatmap.GetAudioFilePath">
<summary> Returns the full audio file path the beatmap uses if any such file exists, otherwise null. </summary>
</member>
<member name="M:MapsetParser.objects.Beatmap.GetOsuFileName">
<summary> Returns the expected file name of the .osu based on the beatmap's metadata. </summary>
</member>
<member name="M:MapsetParser.objects.Beatmap.ToString">
<summary> Returns the beatmap as a string in the format "[Insane]", if the difficulty is called "Insane", for example. </summary>
</member>
<member name="F:MapsetParser.objects.BeatmapSet.hitSoundFiles">
<summary> Used hit sound files' relative path from the song folder. </summary>
</member>
<member name="M:MapsetParser.objects.BeatmapSet.GetOsbFileName">
<summary> Returns the expected .osb file name based on the metadata of the first beatmap if any exists, otherwise null. </summary>
</member>
<member name="M:MapsetParser.objects.BeatmapSet.GetAudioFilePath">
<summary> Returns the full audio file path of the first beatmap in the set if one exists, otherwise null. </summary>
</member>
<member name="M:MapsetParser.objects.BeatmapSet.GetAudioFileName">
<summary> Returns the audio file name of the first beatmap in the set if one exists, otherwise null. </summary>
</member>
<member name="M:MapsetParser.objects.BeatmapSet.GetLastMatchingFilePath(System.String)">
<summary> Returns the last file path matching the given search pattern, relative to the song folder.
The search pattern allows two wildcards: * = 0 or more, ? = 0 or 1. </summary>
</member>
<member name="M:MapsetParser.objects.BeatmapSet.GetUsedHitSoundFiles">
<summary> Returns all used hit sound files in the folder. </summary>
</member>
<member name="M:MapsetParser.objects.BeatmapSet.IsFileUsed(System.String)">
<summary> Returns whether the given full file path is used by the beatmapset. </summary>
</member>
<member name="M:MapsetParser.objects.BeatmapSet.IsAnimationPathUsed(System.String,System.Collections.Generic.List{MapsetParser.objects.events.Animation})">
<summary> Returns whether the given path (case insensitive) is used by any of the given animations. </summary>
</member>
<member name="M:MapsetParser.objects.BeatmapSet.ToString">
<summary> Returns the beatmapset as a string in the format "Artist - Title (Creator)". </summary>
</member>
<member name="M:MapsetParser.objects.events.Animation.GetFrameCount(System.String[])">
<summary> Returns the amount of frames this animation contains.
Determines how many "filename_i" to use, where i starts at 0. </summary>
</member>
<member name="M:MapsetParser.objects.events.Animation.GetFrameDelay(System.String[])">
<summary> Returns the delay between each frame of this animation in miliseconds. </summary>
</member>
<member name="M:MapsetParser.objects.events.Animation.IsLooping(System.String[])">
<summary> Returns whether the animation loops, by default true. </summary>
</member>
<member name="M:MapsetParser.objects.events.Animation.GetFramePaths">
<summary> Returns all relative file paths for all frames used. </summary>
</member>
<member name="F:MapsetParser.objects.events.Background.strippedPath">
<summary> The path in lowercase without extension or quotationmarks. </summary>
</member>
<member name="M:MapsetParser.objects.events.Background.GetPath(System.String[])">
<summary> Returns the file path which this background uses. Retains case and extension. </summary>
</member>
<member name="M:MapsetParser.objects.events.Background.GetOffset(System.String[])">
<summary> Returns the positional offset from the top left corner of the screen, if specified, otherwise null.
This value is currently unused by the game. </summary>
</member>
<member name="M:MapsetParser.objects.events.Break.GetTime(System.String[])">
<summary> Returns the visual start time of the break.
See <see cref="M:MapsetParser.objects.events.Break.GetRealStart(MapsetParser.objects.Beatmap)"/> for where HP stops draining. </summary>
</member>
<member name="M:MapsetParser.objects.events.Break.GetEndTime(System.String[])">
<summary> Returns the visual end time of the break.
See <see cref="M:MapsetParser.objects.events.Break.GetRealEnd(MapsetParser.objects.Beatmap)"/> for where HP starts draining again. </summary>
</member>
<member name="M:MapsetParser.objects.events.Break.GetDuration(MapsetParser.objects.Beatmap)">
<summary> Returns the duration between the end of the object before the break and the start of the
object after it. During this time, no health will be drained. </summary>
</member>
<member name="M:MapsetParser.objects.events.Break.GetRealStart(MapsetParser.objects.Beatmap)">
<summary> Returns the end time of the object before the break. </summary>
</member>
<member name="M:MapsetParser.objects.events.Break.GetRealEnd(MapsetParser.objects.Beatmap)">
<summary> Returns the start time of the object after the break, if any, otherwise the end of the map. </summary>
</member>
<member name="F:MapsetParser.objects.events.Sample.strippedPath">
<summary> The path in lowercase without extension or quotationmarks. </summary>
</member>
<member name="T:MapsetParser.objects.events.Sample.Layer">
<summary> The layer the hit sound is audible on, for example only when passing a section if "Pass". </summary>
</member>
<member name="M:MapsetParser.objects.events.Sample.GetTime(System.String[])">
<summary> Returns after how many miliseconds this storyboard sample will play. </summary>
</member>
<member name="M:MapsetParser.objects.events.Sample.GetLayer(System.String[])">
<summary> Returns on which layer the storyboard sample will play (e.g. Fail or Pass). </summary>
</member>
<member name="M:MapsetParser.objects.events.Sample.GetPath(System.String[])">
<summary> Returns the file path which this sample uses. Retains case and extension. </summary>
</member>
<member name="M:MapsetParser.objects.events.Sample.GetVolume(System.String[])">
<summary> Returns the volume percentage (0-100) that this sample will play at. </summary>
</member>
<member name="F:MapsetParser.objects.events.Sprite.strippedPath">
<summary> The path in lowercase without extension or quotationmarks. </summary>
</member>
<member name="M:MapsetParser.objects.events.Sprite.GetLayer(System.String[])">
<summary> Returns the layer which this sprite exists on (e.g. Foreground, Pass, or Overlay). </summary>
</member>
<member name="M:MapsetParser.objects.events.Sprite.GetOrigin(System.String[])">
<summary> Returns the local origin of the sprite, determining around which point it is transformed
(e.g. TopLeft, Center, or Bottom). </summary>
</member>
<member name="M:MapsetParser.objects.events.Sprite.GetPath(System.String[])">
<summary> Returns the file path which this sprite uses. Retains case sensitivity and extension. </summary>
</member>
<member name="M:MapsetParser.objects.events.Sprite.GetOffset(System.String[])">
<summary> Returns the positional offset from the top left corner of the screen, if specified,
otherwise default (320, 240). </summary>
</member>
<member name="F:MapsetParser.objects.events.Video.strippedPath">
<summary> The path in lowercase without extension or quotationmarks. </summary>
</member>
<member name="M:MapsetParser.objects.events.Video.GetOffset(System.String[])">
<summary> Returns the temporal offset of the video (i.e. when it should start playing). </summary>
</member>
<member name="M:MapsetParser.objects.events.Video.GetPath(System.String[])">
<summary> Returns the file path which this video uses. Retains case and extension. </summary>
</member>
<member name="T:MapsetParser.objects.HitObject.HitSound">
<summary> Determines which sounds will be played as feedback (can be combined, bitflags). </summary>
</member>
<member name="T:MapsetParser.objects.HitObject.Type">
<summary> Determines the properties of the hit object (can be combined, bitflags). </summary>
</member>
<member name="M:MapsetParser.objects.HitObject.GetHitObjectIndex">
<summary> Returns the index of this hit object in the beatmap's hit object list, O(1). </summary>
</member>
<member name="M:MapsetParser.objects.HitObject.SetHitObjectIndex(System.Int32)">
<summary> Sets the index of this hit object. This should reflect the index in the hit object list of the beatmap.
Only use this if you're changing the order of objects or adding new ones after parsing. </summary>
</member>
<member name="M:MapsetParser.objects.HitObject.Next(System.Boolean)">
<summary> Returns the next hit object in the hit objects list, if any,
otherwise null, O(1). Optionally skips concurrent objects. </summary>
</member>
<member name="M:MapsetParser.objects.HitObject.Prev(System.Boolean)">
<summary> Returns the previous hit object in the hit objects list, if any,
otherwise null, O(1). Optionally skips concurrent objects. </summary>
</member>
<member name="M:MapsetParser.objects.HitObject.PrevOrFirst(System.Boolean)">
<summary> Returns the previous hit object in the hit objects list, if any,
otherwise the first, O(1). Optionally skips concurrent objects. </summary>
</member>
<member name="M:MapsetParser.objects.HitObject.GetPrevDeltaStartTime">
<summary> <para>Returns the difference in time between the start of this object and the start of the previous object.</para>
Note: This always returns at least 50 ms, to mimic the star rating algorithm.</summary>
</member>
<member name="M:MapsetParser.objects.HitObject.GetPrevStartDistance">
<summary> <para>Returns the distance between the edges of the hit circles for the start of this object and the start of the previous object.</para>
Note: This adds a bonus scaling factor for small circle sizes, to mimic the star rating algorithm.</summary>
</member>
<member name="M:MapsetParser.objects.HitObject.HasType(System.String[],MapsetParser.objects.HitObject.Type)">
<summary> Returns whether a hit object code has the given type. </summary>
</member>
<member name="M:MapsetParser.objects.HitObject.HasHitSound(System.Nullable{MapsetParser.objects.HitObject.HitSound})">
<summary> Returns whether the hit object has a hit sound, or optionally a certain type of hit sound. </summary>
</member>
<member name="M:MapsetParser.objects.HitObject.GetPrevDeltaTime">
<summary> Returns the difference in time between the start of this object and the end of the previous object. </summary>
</member>
<member name="M:MapsetParser.objects.HitObject.GetPrevDistance">
<summary> Returns the difference in distance between the start of this object and the end of the previous object. </summary>
</member>
<member name="M:MapsetParser.objects.HitObject.GetEdgeTimes">
<summary> Returns the points in time where heads, tails or reverses exist (i.e. the start, end or reverses of any object). </summary>
</member>
<member name="M:MapsetParser.objects.HitObject.GetCustomIndex(MapsetParser.objects.TimingLine)">
<summary> Returns the custom index for the object, if any, otherwise for the line, if any, otherwise 1. </summary>
</member>
<member name="M:MapsetParser.objects.HitObject.GetSampleset(System.Boolean,System.Nullable{System.Double},System.Boolean)">
<summary> Returns the effective sampleset of the hit object (body for sliders), optionally prioritizing the addition. </summary>
</member>
<member name="M:MapsetParser.objects.HitObject.GetStartSampleset(System.Boolean)">
<summary> Returns the effective sampleset of the head of the object, if applicable, otherwise null, optionally prioritizing the addition.
Spinners have no start sample. </summary>
</member>
<member name="M:MapsetParser.objects.HitObject.GetEndSampleset(System.Boolean)">
<summary> Returns the effective sampleset of the tail of the object, if applicable, otherwise null, optionally prioritizing the addition.
Spinners have no start sample. </summary>
</member>
<member name="M:MapsetParser.objects.HitObject.GetStartHitSound">
<summary> Returns the hit sound(s) of the head of the object, if applicable, otherwise null.
Spinners have no start sample. </summary>
</member>
<member name="M:MapsetParser.objects.HitObject.GetEndHitSound">
<summary> Returns the hit sound(s) of the tail of the object, if it applicable, otherwise null.
Circles and hold notes have no end sample.</summary>
</member>
<member name="M:MapsetParser.objects.HitObject.GetSliderSlide">
<summary> Returns the hit sound(s) of the slide of the object, if applicable, otherwise null.
Circles, hold notes and spinners have no sliderslide. </summary>
</member>
<member name="M:MapsetParser.objects.HitObject.SplitHitSound(MapsetParser.objects.HitObject.HitSound)">
<summary> Returns all individual hit sounds used by a specific hit sound instnace,
excluding <see cref="F:MapsetParser.objects.HitObject.HitSound.None"/>. </summary>
</member>
<member name="M:MapsetParser.objects.HitObject.GetUsedHitSamples">
<summary> Returns all used combinations of customs, samplesets and hit sounds for this object. </summary>
</member>
<member name="M:MapsetParser.objects.HitObject.GetUsedHitSamplesNonTaiko">
<summary> Returns all used combinations of customs, samplesets and hit sounds for this object.
This assumes the game mode is not taiko (special rules apply to taiko only). </summary>
</member>
<member name="M:MapsetParser.objects.HitObject.GetUsedHitSamplesTaiko">
<summary> Returns all used combinations of customs, samplesets and hit sounds for this object.
Assumes the game mode is taiko (special rules apply).
<br></br><br></br>
Special Rules:<br></br>
- taiko-hitwhistle plays on big kat <br></br>
- taiko-hitfinish plays on big don <br></br>
- taiko-hitclap and taiko-hitnormal are always used as they play whenever the user presses keys
</summary>
</member>
<member name="M:MapsetParser.objects.HitObject.GetUsedHitSoundFileNames">
<summary> Returns all potentially used hit sound file names (should they be
in the song folder) for this object without extension. </summary>
</member>
<member name="M:MapsetParser.objects.HitObject.GetEndTime">
<summary> Returns the end time of the hit object, or the start time if no end time exists. </summary>
</member>
<member name="M:MapsetParser.objects.HitObject.GetLength">
<summary> Returns the length of the hit object, if it has one, otherwise 0. </summary>
</member>
<member name="M:MapsetParser.objects.HitObject.GetPartName(System.Double)">
<summary> Returns the name of the object part at the given time, for example "Slider head", "Slider reverse", "Circle" or "Spinner tail". </summary>
</member>
<member name="M:MapsetParser.objects.HitObject.GetObjectType">
<summary> Returns the name of the object in general, for example "Slider", "Circle", "Hold note", etc. </summary>
</member>
<member name="T:MapsetParser.objects.hitobjects.Slider.CurveType">
<summary> Determines how slider nodes affect the resulting shape of the slider. </summary>
</member>
<member name="M:MapsetParser.objects.hitobjects.Slider.GetPathPosition(System.Double)">
<summary> Returns the position on the curve at a given point in time (intensive, consider using mPathPxPositions). </summary>
</member>
<member name="M:MapsetParser.objects.hitobjects.Slider.GetSliderSpeed(System.Double)">
<summary> Returns the speed of any slider starting from the given time in px/ms. Caps SV within range 0.1-10. </summary>
</member>
<member name="M:MapsetParser.objects.hitobjects.Slider.GetCurveDuration">
<summary> Returns the duration of the curve (i.e. from edge to edge), ignoring reverses. </summary>
</member>
<member name="M:MapsetParser.objects.hitobjects.Slider.GetStartSampleset(System.Boolean)">
<summary> Returns the sampleset on the head of the slider, optionally prioritizing the addition. </summary>
</member>
<member name="M:MapsetParser.objects.hitobjects.Slider.GetReverseSampleset(System.Int32,System.Boolean)">
<summary> Returns the sampleset at a given reverse (starting from 0), optionally prioritizing the addition. </summary>
</member>
<member name="M:MapsetParser.objects.hitobjects.Slider.GetEndSampleset(System.Boolean)">
<summary> Returns the sampleset on the tail of the slider, optionally prioritizing the addition. </summary>
</member>
<member name="M:MapsetParser.objects.hitobjects.Slider.GetCurveFraction(System.Double)">
<summary> Returns how far along the curve a given point of time is (from 0 to 1), accounting for reverses. </summary>
</member>
<member name="M:MapsetParser.objects.hitobjects.Slider.GetCurveLength">
<summary> Returns the length of the curve in px. </summary>
</member>
<member name="M:MapsetParser.objects.hitobjects.Slider.GetSliderTickTimes">
<summary> Returns the points in time for all ticks of the slider, with decimal accuracy. </summary>
</member>
<member name="M:MapsetParser.objects.hitobjects.Stackable.GetStackOffset(System.Numerics.Vector2)">
<summary> Returns the same position but offseted to account for its stacking, if stacked. </summary>
</member>
<member name="M:MapsetParser.objects.HitSample.ParseSampleset(System.String)">
<summary> Returns the sampleset corresponding to the given text representation, e.g. "drum" or "soft".
Unrecognized representation returns null. </summary>
</member>
<member name="M:MapsetParser.objects.HitSample.ParseHitSource(System.String)">
<summary> Returns the hit source corresponding to the given text representation, e.g. "hitnormal" or "sliderslide".
Unrecognized representation returns a hit source of type unknown. </summary>
</member>
<member name="M:MapsetParser.objects.HitSample.ParseHitSound(System.String)">
<summary> Returns the hit sound corresponding to the given text representation, e.g. "whistle", "clap" or "finish".
Unrecognized representation, or N/A (e.g. sliderslide/tick), returns null. </summary>
</member>
<member name="M:MapsetParser.objects.HitSample.ParseCustomIndex(System.String)">
<summary> Returns the given text as an integer if possible, else 1 (i.e. implicit custom index). </summary>
</member>
<member name="M:MapsetParser.objects.HitSample.GetFileName">
<summary> Returns the file name of this sample without extension, or null if no file is associated. </summary>
</member>
<member name="M:MapsetParser.objects.HitSample.SameFileName(System.String)">
<summary> Returns whether the sample file name is the same as the given file name (i.e. same sample file).
Ignores case sensitivity. </summary>
</member>
<member name="M:MapsetParser.objects.Osb.IsUsed">
<summary> Returns whether the .osb file is actually used as a storyboard (or if it's just empty). </summary>
</member>
<member name="M:MapsetParser.objects.TimingLine.GetOffset(System.String[])">
<summary> Returns the offset of the line. </summary>
</member>
<member name="M:MapsetParser.objects.TimingLine.GetMeter(System.String[])">
<summary> Returns the meter (i.e. timing signature) of the line. </summary>
</member>
<member name="M:MapsetParser.objects.TimingLine.GetSampleset(System.String[])">
<summary> Returns the sampleset which this line applies to any sample set to Auto sampleset. </summary>
</member>
<member name="M:MapsetParser.objects.TimingLine.GetCustomIndex(System.String[])">
<summary> Returns the custom sample index of the line. </summary>
</member>
<member name="M:MapsetParser.objects.TimingLine.GetVolume(System.String[])">
<summary> Returns the sample volume of the line. </summary>
</member>
<member name="M:MapsetParser.objects.TimingLine.IsUninherited(System.String[])">
<summary> Returns whether a line of code representing a timing line is uninherited or inherited. </summary>
</member>
<member name="M:MapsetParser.objects.TimingLine.GetType(System.String[])">
<summary> Returns whether kiai is enabled for this line. </summary>
</member>
<member name="M:MapsetParser.objects.TimingLine.GetSvMult(System.String[])">
<summary> Returns the slider velocity multiplier (1 for uninherited lines). Fit into range 0.1 - 10 before returning. </summary>
</member>
<member name="M:MapsetParser.objects.TimingLine.GetTimingLineIndex">
<summary> Returns the index of this timing line in the beatmap's timing line list, O(1). </summary>
</member>
<member name="M:MapsetParser.objects.TimingLine.SetTimingLineIndex(System.Int32)">
<summary> Sets the index of this timing line. This should reflect the index in the timing line list of the beatmap.
Only use this if you're changing the order of lines or adding new ones after parsing. </summary>
</member>
<member name="M:MapsetParser.objects.TimingLine.Next(System.Boolean)">
<summary> Returns the next timing line in the timing line list, if any,
otherwise null, O(1). Optionally skips concurrent lines. </summary>
</member>
<member name="M:MapsetParser.objects.TimingLine.Prev(System.Boolean)">
<summary> Returns the previous timing line in the timing line list, if any,
otherwise null, O(1). Optionally skips concurrent objects. </summary>
</member>
<member name="M:MapsetParser.objects.TimingLine.PrevOrFirst(System.Boolean)">
<summary> Returns the previous timing line in the timing line list, if any,
otherwise the first, O(1). Optionally skips concurrent objects. </summary>
</member>
<member name="M:MapsetParser.objects.timinglines.UninheritedLine.GetMsPerBeat(System.String[])">
<summary> Returns the miliseconds per beat of the uninherited line. </summary>
</member>
<member name="M:MapsetParser.objects.timinglines.UninheritedLine.GetBPM">
<summary> Returns the beats per minute (BPM) of the uninherited line. </summary>
</member>
<member name="F:MapsetParser.settings.ColourSettings.combos">
<summary> Starts at index 0, so combo colour 1 is the 0th element in the list. </summary>
</member>
<member name="M:MapsetParser.settings.DifficultySettings.GetCircleRadius">
<summary> Returns the radius of a circle or slider from the circle size. </summary>
</member>
<member name="M:MapsetParser.settings.DifficultySettings.GetFadeInTime">
<summary> Returns the time from where the object begins fading in to where it is fully opaque. </summary>
</member>
<member name="M:MapsetParser.settings.DifficultySettings.GetPreemptTime">
<summary> Returns the time from where the object is fully opaque to where it is on the timeline. </summary>
</member>
<member name="T:MapsetParser.settings.GeneralSettings.Countdown">
<summary> The speed at which countdown occurs, if any. Normal is 1 per beat. </summary>
</member>
<member name="M:MapsetParser.settings.MetadataSettings.GetFileNameFiltered(System.String)">
<summary> Returns the same string lowercase and filtered from characters disabled in file names. </summary>
</member>
<member name="M:MapsetParser.settings.MetadataSettings.GetCoveringTag(System.String)">
<summary> Returns the tag which covers the given word, if any, otherwise null. </summary>
<param name="searchWord"> The search word which we want a tag covering, cannot contain spaces. </param>
</member>
<member name="M:MapsetParser.settings.MetadataSettings.GetMissingWordsFromTags(System.String)">
<summary> Returns all space-separated strings from the given search term which are not covered by tags
(e.g. "One two" with tags "oneth" would return `{ "two" }`). </summary>
<param name="searchTerm"> The search term which we want tags covering. </param>
</member>
<member name="M:MapsetParser.settings.MetadataSettings.IsCoveredByTags(System.String)">
<summary> Returns whether all space-separated parts of the given search term is covered by tags
(e.g. "Skull Kid" would be covered by "skull_kid"). </summary>
<param name="searchTerm"> The search term which we want tags covering. </param>
</member>
<member name="P:MapsetParser.starrating.DifficultyCalculator.SectionLength">
<summary>
The length of each strain section.
</summary>
</member>
<member name="M:MapsetParser.starrating.DifficultyCalculator.Calculate">
<summary>
Calculates the difficulty of the beatmap using a specific mod combination.
</summary>
<param name="mods">The mods that should be applied to the beatmap.</param>
<returns>A structure describing the difficulty of the beatmap.</returns>
</member>
<member name="M:MapsetParser.starrating.DifficultyCalculator.CalculateAll">
<summary>
Calculates the difficulty of the beatmap using all mod combinations applicable to the beatmap.
</summary>
<returns>A collection of structures describing the difficulty of the beatmap for each mod combination.</returns>
</member>
<member name="M:MapsetParser.starrating.DifficultyCalculator.SortObjects(System.Collections.Generic.IEnumerable{MapsetParser.starrating.preprocessing.DifficultyHitObject})">
<summary>
Sorts a given set of <see cref="T:MapsetParser.starrating.preprocessing.DifficultyHitObject"/>s.
</summary>
<param name="input">The <see cref="T:MapsetParser.starrating.preprocessing.DifficultyHitObject"/>s to sort.</param>
<returns>The sorted <see cref="T:MapsetParser.starrating.preprocessing.DifficultyHitObject"/>s.</returns>
</member>
<member name="M:MapsetParser.starrating.DifficultyCalculator.CreateDifficultyAttributes(MapsetParser.objects.Beatmap,MapsetParser.starrating.skills.Skill[])">
<summary>
Creates <see cref="T:MapsetParser.starrating.DifficultyAttributes"/> to describe beatmap's calculated difficulty.
</summary>
<param name="beatmap">The <see cref="!:IBeatmap"/> whose difficulty was calculated.</param>
<param name="mods">The <see cref="!:Mod"/>s that difficulty was calculated with.</param>
<param name="skills">The skills which processed the beatmap.</param>
<param name="clockRate">The rate at which the gameplay clock is run at.</param>
</member>
<member name="M:MapsetParser.starrating.DifficultyCalculator.CreateDifficultyHitObjects(MapsetParser.objects.Beatmap)">
<summary>
Enumerates <see cref="T:MapsetParser.starrating.preprocessing.DifficultyHitObject"/>s to be processed from <see cref="T:MapsetParser.objects.HitObject"/>s in the <see cref="!:IBeatmap"/>.
</summary>
<param name="beatmap">The <see cref="!:IBeatmap"/> providing the <see cref="T:MapsetParser.objects.HitObject"/>s to enumerate.</param>
<param name="clockRate">The rate at which the gameplay clock is run at.</param>
<returns>The enumerated <see cref="T:MapsetParser.starrating.preprocessing.DifficultyHitObject"/>s.</returns>
</member>
<member name="M:MapsetParser.starrating.DifficultyCalculator.CreateSkills(MapsetParser.objects.Beatmap)">
<summary>
Creates the <see cref="T:MapsetParser.starrating.skills.Skill"/>s to calculate the difficulty of an <see cref="!:IBeatmap"/>.
</summary>
<param name="beatmap">The <see cref="!:IBeatmap"/> whose difficulty will be calculated.</param>
<returns>The <see cref="T:MapsetParser.starrating.skills.Skill"/>s.</returns>
</member>
<member name="P:MapsetParser.starrating.osu.preprocessing.OsuDifficultyHitObject.JumpDistance">
<summary>
Normalized distance from the end position of the previous <see cref="T:MapsetParser.starrating.osu.preprocessing.OsuDifficultyHitObject"/> to the start position of this <see cref="T:MapsetParser.starrating.osu.preprocessing.OsuDifficultyHitObject"/>.
</summary>
</member>
<member name="P:MapsetParser.starrating.osu.preprocessing.OsuDifficultyHitObject.TravelDistance">
<summary>
Normalized distance between the start and end position of the previous <see cref="T:MapsetParser.starrating.osu.preprocessing.OsuDifficultyHitObject"/>.
</summary>
</member>
<member name="P:MapsetParser.starrating.osu.preprocessing.OsuDifficultyHitObject.Angle">
<summary>
Angle the player has to take to hit this <see cref="T:MapsetParser.starrating.osu.preprocessing.OsuDifficultyHitObject"/>.
Calculated as the angle between the circles (current-2, current-1, current).
</summary>
</member>
<member name="F:MapsetParser.starrating.osu.preprocessing.OsuDifficultyHitObject.StrainTime">
<summary>
Milliseconds elapsed since the start time of the previous <see cref="T:MapsetParser.starrating.osu.preprocessing.OsuDifficultyHitObject"/>, with a minimum of 50ms.
</summary>
</member>
<member name="T:MapsetParser.starrating.osu.skills.Aim">
<summary>
Represents the skill required to correctly aim at every object in the map with a uniform CircleSize and normalized distances.
</summary>
</member>
<member name="T:MapsetParser.starrating.osu.skills.Speed">
<summary>
Represents the skill required to press keys with regards to keeping up with the speed at which objects need to be hit.
</summary>
</member>
<member name="T:MapsetParser.starrating.preprocessing.DifficultyHitObject">
<summary>
Wraps a <see cref="T:MapsetParser.objects.HitObject"/> and provides additional information to be used for difficulty calculation.
</summary>
</member>
<member name="F:MapsetParser.starrating.preprocessing.DifficultyHitObject.BaseObject">
<summary>
The <see cref="T:MapsetParser.objects.HitObject"/> this <see cref="T:MapsetParser.starrating.preprocessing.DifficultyHitObject"/> wraps.
</summary>
</member>
<member name="F:MapsetParser.starrating.preprocessing.DifficultyHitObject.LastObject">
<summary>
The last <see cref="T:MapsetParser.objects.HitObject"/> which occurs before <see cref="F:MapsetParser.starrating.preprocessing.DifficultyHitObject.BaseObject"/>.
</summary>
</member>
<member name="F:MapsetParser.starrating.preprocessing.DifficultyHitObject.DeltaTime">
<summary>
Amount of time elapsed between <see cref="F:MapsetParser.starrating.preprocessing.DifficultyHitObject.BaseObject"/> and <see cref="F:MapsetParser.starrating.preprocessing.DifficultyHitObject.LastObject"/>.
</summary>
</member>
<member name="M:MapsetParser.starrating.preprocessing.DifficultyHitObject.#ctor(MapsetParser.objects.HitObject,MapsetParser.objects.HitObject)">
<summary>
Creates a new <see cref="T:MapsetParser.starrating.preprocessing.DifficultyHitObject"/>.
</summary>
<param name="hitObject">The <see cref="T:MapsetParser.objects.HitObject"/> which this <see cref="T:MapsetParser.starrating.preprocessing.DifficultyHitObject"/> wraps.</param>
<param name="lastObject">The last <see cref="T:MapsetParser.objects.HitObject"/> which occurs before <paramref name="hitObject"/> in the beatmap.</param>
<param name="clockRate">The rate at which the gameplay clock is run at.</param>
</member>
<member name="T:MapsetParser.starrating.skills.Skill">
<summary>
Used to processes strain values of <see cref="T:MapsetParser.starrating.preprocessing.DifficultyHitObject"/>s, keep track of strain levels caused by the processed objects
and to calculate a final difficulty value representing the difficulty of hitting all the processed objects.
</summary>
</member>
<member name="P:MapsetParser.starrating.skills.Skill.StrainPeaks">
<summary>
The peak strain for each <see cref="P:MapsetParser.starrating.DifficultyCalculator.SectionLength"/> section of the beatmap.
</summary>
</member>
<member name="P:MapsetParser.starrating.skills.Skill.SkillMultiplier">
<summary>
Strain values are multiplied by this number for the given skill. Used to balance the value of different skills between each other.
</summary>
</member>
<member name="P:MapsetParser.starrating.skills.Skill.StrainDecayBase">
<summary>
Determines how quickly strain decays for the given skill.
For example a value of 0.15 indicates that strain decays to 15% of its original value in one second.
</summary>
</member>
<member name="P:MapsetParser.starrating.skills.Skill.DecayWeight">
<summary>
The weight by which each strain value decays.
</summary>
</member>
<member name="F:MapsetParser.starrating.skills.Skill.Previous">
<summary>
<see cref="T:MapsetParser.starrating.preprocessing.DifficultyHitObject"/>s that were processed previously. They can affect the strain values of the following objects.
</summary>
</member>
<member name="P:MapsetParser.starrating.skills.Skill.CurrentStrain">
<summary>
The current strain level.
</summary>
</member>
<member name="M:MapsetParser.starrating.skills.Skill.Process(MapsetParser.starrating.preprocessing.DifficultyHitObject)">
<summary>
Process a <see cref="T:MapsetParser.starrating.preprocessing.DifficultyHitObject"/> and update current strain values accordingly.
</summary>
</member>
<member name="M:MapsetParser.starrating.skills.Skill.SaveCurrentPeak">
<summary>
Saves the current peak strain level to the list of strain peaks, which will be used to calculate an overall difficulty.
</summary>
</member>
<member name="M:MapsetParser.starrating.skills.Skill.StartNewSectionFrom(System.Double)">
<summary>
Sets the initial strain level for a new section.
</summary>
<param name="time">The beginning of the new section in milliseconds.</param>
</member>
<member name="M:MapsetParser.starrating.skills.Skill.GetPeakStrain(System.Double)">
<summary>
Retrieves the peak strain at a point in time.
</summary>
<param name="time">The time to retrieve the peak strain at.</param>
<returns>The peak strain.</returns>
</member>
<member name="M:MapsetParser.starrating.skills.Skill.DifficultyValue">
<summary>
Returns the calculated difficulty value representing all processed <see cref="T:MapsetParser.starrating.preprocessing.DifficultyHitObject"/>s.
</summary>
</member>
<member name="M:MapsetParser.starrating.skills.Skill.StrainValueOf(MapsetParser.starrating.preprocessing.DifficultyHitObject)">
<summary>
Calculates the strain value of a <see cref="T:MapsetParser.starrating.preprocessing.DifficultyHitObject"/>. This value is affected by previously processed objects.
</summary>
</member>
<member name="T:MapsetParser.starrating.utils.LimitedCapacityStack`1">
<summary>
An indexed stack with limited depth. Indexing starts at the top of the stack.
</summary>
</member>
<member name="P:MapsetParser.starrating.utils.LimitedCapacityStack`1.Count">
<summary>
The number of elements in the stack.
</summary>
</member>
<member name="M:MapsetParser.starrating.utils.LimitedCapacityStack`1.#ctor(System.Int32)">
<summary>
Constructs a new <see cref="T:MapsetParser.starrating.utils.LimitedCapacityStack`1"/>.
</summary>
<param name="capacity">The number of items the stack can hold.</param>
</member>
<member name="P:MapsetParser.starrating.utils.LimitedCapacityStack`1.Item(System.Int32)">
<summary>
Retrieves the item at an index in the stack.
</summary>
<param name="i">The index of the item to retrieve. The top of the stack is returned at index 0.</param>
</member>
<member name="M:MapsetParser.starrating.utils.LimitedCapacityStack`1.Push(`0)">
<summary>
Pushes an item to this <see cref="T:MapsetParser.starrating.utils.LimitedCapacityStack`1"/>.
</summary>
<param name="item">The item to push.</param>
</member>
<member name="M:MapsetParser.starrating.utils.LimitedCapacityStack`1.GetEnumerator">
<summary>
Returns an enumerator which enumerates items in the history starting from the most recently added one.
</summary>
</member>
<member name="P:MapsetParser.statics.EventStatic.OnLoadStart">
<summary> Called whenever loading of something is started. </summary>
</member>
<member name="P:MapsetParser.statics.EventStatic.OnLoadComplete">
<summary> Called whenever loading of something is completed. </summary>
</member>
<member name="M:MapsetParser.statics.ParserStatic.ParseSection``1(System.String[],System.String,System.Func{System.String,``0})">
<summary> Yields the result of the given function for each line in this section. </summary>
</member>
<member name="M:MapsetParser.statics.ParserStatic.GetSettings``1(System.String[],System.String,System.Func{System.String[],``0})">
<summary> Returns all the lines in this section ran through the given function, excluding
the section identifier (e.g. [HitObjects]). </summary>
</member>
<member name="M:MapsetParser.statics.ParserStatic.ApplySettings(System.String[],System.String,System.Action{System.String[]})">
<summary> Same as <see cref="M:MapsetParser.statics.ParserStatic.GetSettings``1(System.String[],System.String,System.Func{System.String[],``0})"/> except does not return. </summary>
</member>
<member name="M:MapsetParser.statics.ParserStatic.GetEnumMatch``1(System.String)">
<summary> Returns the first enum which has the same name as the given string,
or null if none match. </summary>
</member>
<member name="M:MapsetParser.statics.PathStatic.ParsePath(System.String,System.Boolean,System.Boolean)">
<summary> Returns the file path in its base form as seen by the game, optionally allowing
extensions to be stripped or maintaining case. </summary>
</member>
<member name="M:MapsetParser.statics.PathStatic.CutPath(System.String)">
<summary> Returns the file or folder name rather than its path. Takes the last split of "\\" and "/". </summary>
</member>
<member name="M:MapsetParser.statics.PathStatic.RelativePath(System.String,System.String)">
<summary> Returns the file path relative to another path, usually song path in most cases. </summary>
</member>
<member name="M:MapsetParser.statics.SkinStatic.IsUsed(System.String,MapsetParser.objects.BeatmapSet)">
<summary> Returns whether the given skin name is used in the given beatmapset (including animations). </summary>
</member>
<member name="M:MapsetParser.statics.Timestamp.Round(System.Double)">
<summary> Returns the given time as an integer in the way the game rounds time values. </summary>
<remarks>
Interestingly, the game currently does not round, but rather cast to integer. This may
change in future versions of the game to fix issues such as 1 ms rounding errors when
copying objects, however.
</remarks>
</member>
<member name="M:MapsetParser.statics.Timestamp.Get(System.Double)">
<summary> Returns the timestamp of a given time. If decimal, is rounded in the same way the game rounds. </summary>
</member>
<member name="M:MapsetParser.statics.Timestamp.Get(MapsetParser.objects.HitObject[])">
<summary> Returns the timestamp of given hit objects, so the timestamp includes the object(s). </summary>
</member>
</members>
</doc>