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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;
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.Replays;
using osu.Game.Rulesets.UI;
using osu.Game.Scoring;
using osu.Game.Screens.Play;
using osuTK;
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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 new OsuPlayfield Playfield => (OsuPlayfield)base.Playfield;
public DrawableOsuRuleset(Ruleset ruleset, IBeatmap beatmap, IReadOnlyList<Mod> mods = null)
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: base(ruleset, beatmap, mods)
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{
}
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public override DrawableHitObject<OsuHitObject> CreateDrawableRepresentation(OsuHitObject h) => null;
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true; // always show the gameplay cursor
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protected override Playfield CreatePlayfield() => new OsuPlayfield();
protected override PassThroughInputManager CreateInputManager() => new OsuInputManager(Ruleset.RulesetInfo);
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public override PlayfieldAdjustmentContainer CreatePlayfieldAdjustmentContainer() => new OsuPlayfieldAdjustmentContainer { AlignWithStoryboard = true };
protected override ResumeOverlay CreateResumeOverlay() => new OsuResumeOverlay();
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protected override ReplayInputHandler CreateReplayInputHandler(Replay replay) => new OsuFramedReplayInputHandler(replay);
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protected override ReplayRecorder CreateReplayRecorder(Score score) => new OsuReplayRecorder(score);
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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}
}