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

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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Linq;
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using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
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namespace osu.Game.Beatmaps
{
/// <summary>
/// Processes a post-converted Beatmap.
/// </summary>
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/// <typeparam name="TObject">The type of HitObject contained in the Beatmap.</typeparam>
public class BeatmapProcessor<TObject>
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where TObject : 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>
public virtual void PostProcess(Beatmap<TObject> beatmap)
{
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IHasComboInformation lastObj = null;
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foreach (var obj in beatmap.HitObjects.OfType<IHasComboInformation>())
{
if (obj.NewCombo)
{
obj.IndexInCurrentCombo = 0;
if (lastObj != null)
{
lastObj.LastInCombo = true;
obj.ComboIndex = lastObj.ComboIndex + 1;
}
}
else if (lastObj != null)
{
obj.IndexInCurrentCombo = lastObj.IndexInCurrentCombo + 1;
obj.ComboIndex = lastObj.ComboIndex;
}
lastObj = obj;
}
}
}
}