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osu-lazer/osu.Game/Screens/Edit/EditorBeatmapProcessor.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.
using System;
using System.Linq;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.Timing;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Objects;
namespace osu.Game.Screens.Edit
{
public class EditorBeatmapProcessor : IBeatmapProcessor
{
public EditorBeatmap Beatmap { get; }
IBeatmap IBeatmapProcessor.Beatmap => Beatmap;
private readonly IBeatmapProcessor? rulesetBeatmapProcessor;
public EditorBeatmapProcessor(EditorBeatmap beatmap, Ruleset ruleset)
{
Beatmap = beatmap;
rulesetBeatmapProcessor = ruleset.CreateBeatmapProcessor(beatmap);
}
public void PreProcess()
{
rulesetBeatmapProcessor?.PreProcess();
}
public void PostProcess()
{
rulesetBeatmapProcessor?.PostProcess();
autoGenerateBreaks();
}
private void autoGenerateBreaks()
{
Beatmap.Breaks.RemoveAll(b => b is not ManualBreakPeriod);
foreach (var manualBreak in Beatmap.Breaks.ToList())
{
if (manualBreak.EndTime <= Beatmap.HitObjects.FirstOrDefault()?.StartTime
|| manualBreak.StartTime >= Beatmap.GetLastObjectTime()
|| Beatmap.HitObjects.Any(ho => ho.StartTime <= manualBreak.EndTime && ho.GetEndTime() >= manualBreak.StartTime))
{
Beatmap.Breaks.Remove(manualBreak);
}
}
double currentMaxEndTime = double.MinValue;
for (int i = 1; i < Beatmap.HitObjects.Count; ++i)
{
// Keep track of the maximum end time encountered thus far.
// This handles cases like osu!mania's hold notes, which could have concurrent other objects after their start time.
// Note that we're relying on the implicit assumption that objects are sorted by start time,
// which is why similar tracking is not done for start time.
currentMaxEndTime = Math.Max(currentMaxEndTime, Beatmap.HitObjects[i - 1].GetEndTime());
double nextObjectStartTime = Beatmap.HitObjects[i].StartTime;
if (nextObjectStartTime - currentMaxEndTime < BreakPeriod.MIN_GAP_DURATION)
continue;
double breakStartTime = currentMaxEndTime + BreakPeriod.GAP_BEFORE_BREAK;
double breakEndTime = nextObjectStartTime - Math.Max(BreakPeriod.GAP_AFTER_BREAK, Beatmap.ControlPointInfo.TimingPointAt(nextObjectStartTime).BeatLength * 2);
if (breakEndTime - breakStartTime < BreakPeriod.MIN_BREAK_DURATION)
continue;
var breakPeriod = new BreakPeriod(breakStartTime, breakEndTime);
if (Beatmap.Breaks.Any(b => b.Intersects(breakPeriod)))
continue;
Beatmap.Breaks.Add(breakPeriod);
}
}
}
}