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auto | GetType () const -> TimingSegmentType override |
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auto | GetEffectType () const -> SegmentEffectType override |
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auto | IsNotable () const -> bool override |
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void | DebugPrint () const override |
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auto | Copy () const -> TimingSegment *override |
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| SpeedSegment (int iStartRow=ROW_INVALID, float fRatio=1.0F, float fDelay=0.0F, BaseUnit unit=UNIT_BEATS) |
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| SpeedSegment (const SpeedSegment &other) |
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auto | GetRatio () const -> float |
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void | SetRatio (float fRatio) |
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auto | GetDelay () const -> float |
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void | SetDelay (float fDelay) |
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auto | GetUnit () const -> BaseUnit |
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void | SetUnit (BaseUnit unit) |
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void | Scale (int start, int length, int newLength) override |
| Scales itself.
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auto | ToString (int dec) const -> std::string override |
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auto | GetValues () const -> std::vector< float > override |
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auto | operator== (const SpeedSegment &other) const -> bool |
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auto | operator== (const TimingSegment &other) const -> bool override |
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| TimingSegment (int iRow=ROW_INVALID) |
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| TimingSegment (float fBeat) |
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| TimingSegment (const TimingSegment &other) |
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auto | GetRow () const -> int |
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void | SetRow (int iRow) |
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auto | GetBeat () const -> float |
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void | SetBeat (float fBeat) |
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auto | operator< (const TimingSegment &other) const -> bool |
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virtual auto | operator!= (const TimingSegment &other) const -> bool |
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Identifies when the arrow scroll changes.
SpeedSegments take a Player's scrolling BPM (Step's BPM * speed mod), and then multiplies it with the percentage value. No matter the player's speed mod, the ratio will be the same. Unlike forced attacks, these cannot be turned off at a set time: reset it by setting the percentage back to 1.
These were inspired by the Pump It Up series.