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osu-lazer/osu.Game.Rulesets.Osu/UI/DrawableOsuRuleset.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
using System.Linq;
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using osu.Framework.Input;
using osu.Game.Beatmaps;
using osu.Game.Input.Handlers;
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using osu.Game.Replays;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Configuration;
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using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Rulesets.Osu.Replays;
using osu.Game.Rulesets.Osu.Scoring;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.UI;
using osu.Game.Screens.Play;
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namespace osu.Game.Rulesets.Osu.UI
{
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public class DrawableOsuRuleset : DrawableRuleset<OsuHitObject>
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{
protected new OsuRulesetConfigManager Config => (OsuRulesetConfigManager)base.Config;
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public DrawableOsuRuleset(Ruleset ruleset, IWorkingBeatmap beatmap, IReadOnlyList<Mod> mods)
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: base(ruleset, beatmap, mods)
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{
}
public override ScoreProcessor CreateScoreProcessor() => new OsuScoreProcessor(this);
protected override Playfield CreatePlayfield() => new OsuPlayfield();
protected override PassThroughInputManager CreateInputManager() => new OsuInputManager(Ruleset.RulesetInfo);
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public override PlayfieldAdjustmentContainer CreatePlayfieldAdjustmentContainer() => new OsuPlayfieldAdjustmentContainer();
protected override ResumeOverlay CreateResumeOverlay() => new OsuResumeOverlay();
public override DrawableHitObject<OsuHitObject> CreateDrawableRepresentation(OsuHitObject h)
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{
switch (h)
{
case HitCircle circle:
return new DrawableHitCircle(circle);
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case Slider slider:
return new DrawableSlider(slider);
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case Spinner spinner:
return new DrawableSpinner(spinner);
}
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return null;
}
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protected override ReplayInputHandler CreateReplayInputHandler(Replay replay) => new OsuFramedReplayInputHandler(replay);
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public override double GameplayStartTime
{
get
{
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if (Objects.FirstOrDefault() is OsuHitObject first)
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return first.StartTime - Math.Max(2000, first.TimePreempt);
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return 0;
}
}
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}
}