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osu-lazer/osu.Game/Beatmaps/IBeatmapProcessor.cs

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using osu.Game.Modes.Objects;
namespace osu.Game.Beatmaps
{
/// <summary>
/// Processes a post-converted Beatmap.
/// </summary>
/// <typeparam name="T">The type of HitObject contained in the Beatmap.</typeparam>
public interface IBeatmapProcessor<T>
where T : HitObject
{
/// <summary>
/// Sets default values for a HitObject.
/// </summary>
/// <param name="hitObject">The HitObject to set default values for.</param>
void SetDefaults(T hitObject);
/// <summary>
/// Post-processes a Beatmap to add mode-specific components that aren't added during conversion.
/// <para>
/// An example of such a usage is for combo colours.
/// </para>
/// </summary>
/// <param name="beatmap">The Beatmap to process.</param>
void PostProcess(Beatmap<T> beatmap);
}
}