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osu-lazer/osu.Game/Beatmaps/BeatmapProcessor.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.Linq;
using osu.Game.Rulesets.Objects.Types;
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namespace osu.Game.Beatmaps
{
/// <summary>
/// Provides functionality to alter a <see cref="IBeatmap"/> after it has been converted.
/// </summary>
public class BeatmapProcessor : IBeatmapProcessor
{
public IBeatmap Beatmap { get; }
public BeatmapProcessor(IBeatmap beatmap)
{
Beatmap = beatmap;
}
public virtual void PreProcess()
{
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IHasComboInformation lastObj = null;
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bool isFirst = true;
foreach (var obj in Beatmap.HitObjects.OfType<IHasComboInformation>())
{
if (isFirst)
{
obj.NewCombo = true;
// first hitobject should always be marked as a new combo for sanity.
isFirst = false;
}
obj.ComboIndex = lastObj?.ComboIndex ?? 0;
obj.ComboIndexWithOffsets = lastObj?.ComboIndexWithOffsets ?? 0;
obj.IndexInCurrentCombo = (lastObj?.IndexInCurrentCombo + 1) ?? 0;
if (obj.NewCombo)
{
obj.IndexInCurrentCombo = 0;
obj.ComboIndex++;
obj.ComboIndexWithOffsets += obj.ComboOffset + 1;
if (lastObj != null)
lastObj.LastInCombo = true;
}
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lastObj = obj;
}
}
public virtual void PostProcess()
{
}
}
}