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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Framework.Allocation ;
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using osu.Framework.Graphics ;
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using osu.Framework.Graphics.Containers ;
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using osu.Game.Beatmaps ;
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using osu.Game.Rulesets.Judgements ;
using osu.Game.Rulesets.Mods ;
using osu.Game.Rulesets.Objects ;
using osu.Game.Rulesets.Objects.Drawables ;
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using System ;
using System.Collections.Generic ;
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using System.Diagnostics ;
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using System.Linq ;
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using osu.Framework.Input ;
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using osu.Game.Rulesets.Replays ;
using osu.Game.Rulesets.Scoring ;
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using OpenTK ;
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using osu.Game.Rulesets.Beatmaps ;
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namespace osu.Game.Rulesets.UI
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{
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/// <summary>
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/// Base RulesetContainer. Doesn't hold objects.
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/// <para>
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/// Should not be derived - derive <see cref="RulesetContainer{TObject,TJudgement}"/> instead.
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/// </para>
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/// </summary>
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public abstract class RulesetContainer : Container
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{
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/// <summary>
/// Invoked when all the judgeable HitObjects have been judged.
/// </summary>
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public event Action OnAllJudged ;
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/// <summary>
/// Whether to apply adjustments to the child <see cref="Playfield{TObject,TJudgement}"/> based on our own size.
/// </summary>
public bool AspectAdjust = true ;
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/// <summary>
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/// The input manager for this RulesetContainer.
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/// </summary>
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internal IHasReplayHandler ReplayInputManager = > KeyBindingInputManager as IHasReplayHandler ;
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/// <summary>
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/// The key conversion input manager for this RulesetContainer.
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/// </summary>
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public PassThroughInputManager KeyBindingInputManager ;
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/// <summary>
/// Whether we are currently providing the local user a gameplay cursor.
/// </summary>
public virtual bool ProvidingUserCursor = > false ;
/// <summary>
/// Whether we have a replay loaded currently.
/// </summary>
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public bool HasReplayLoaded = > ReplayInputManager ? . ReplayInputHandler ! = null ;
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public abstract IEnumerable < HitObject > Objects { get ; }
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/// <summary>
/// Whether all the HitObjects have been judged.
/// </summary>
protected abstract bool AllObjectsJudged { get ; }
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protected readonly Ruleset Ruleset ;
/// <summary>
/// A visual representation of a <see cref="Rulesets.Ruleset"/>.
/// </summary>
/// <param name="ruleset">The ruleset being repesented.</param>
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internal RulesetContainer ( Ruleset ruleset )
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{
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Ruleset = ruleset ;
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KeyBindingInputManager = CreateInputManager ( ) ;
KeyBindingInputManager . RelativeSizeAxes = Axes . Both ;
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}
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/// <summary>
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/// Checks whether all HitObjects have been judged, and invokes OnAllJudged.
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/// </summary>
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protected void CheckAllJudged ( )
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{
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if ( AllObjectsJudged )
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OnAllJudged ? . Invoke ( ) ;
}
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public abstract ScoreProcessor CreateScoreProcessor ( ) ;
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/// <summary>
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/// Creates a key conversion input manager. An exception will be thrown if a valid <see cref="RulesetInputManager{T}"/> is not returned.
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/// </summary>
/// <returns>The input manager.</returns>
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public abstract PassThroughInputManager CreateInputManager ( ) ;
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protected virtual FramedReplayInputHandler CreateReplayInputHandler ( Replay replay ) = > null ;
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public Replay Replay { get ; private set ; }
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/// <summary>
/// Sets a replay to be used, overriding local input.
/// </summary>
/// <param name="replay">The replay, null for local input.</param>
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public virtual void SetReplay ( Replay replay )
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{
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if ( ReplayInputManager = = null )
throw new InvalidOperationException ( $"A {nameof(KeyBindingInputManager)} which supports replay loading is not available" ) ;
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Replay = replay ;
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ReplayInputManager . ReplayInputHandler = replay ! = null ? CreateReplayInputHandler ( replay ) : null ;
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}
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}
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/// <summary>
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/// RulesetContainer that applies conversion to Beatmaps. Does not contain a Playfield
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/// and does not load drawable hit objects.
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/// <para>
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/// Should not be derived - derive <see cref="RulesetContainer{TObject,TJudgement}"/> instead.
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/// </para>
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/// </summary>
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/// <typeparam name="TObject">The type of HitObject contained by this RulesetContainer.</typeparam>
public abstract class RulesetContainer < TObject > : RulesetContainer
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where TObject : HitObject
{
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/// <summary>
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/// The Beatmap
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/// </summary>
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public Beatmap < TObject > Beatmap ;
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/// <summary>
/// All the converted hit objects contained by this hit renderer.
/// </summary>
public override IEnumerable < HitObject > Objects = > Beatmap . HitObjects ;
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/// <summary>
/// The mods which are to be applied.
/// </summary>
protected IEnumerable < Mod > Mods ;
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/// <summary>
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/// The <see cref="WorkingBeatmap"/> this <see cref="RulesetContainer{TObject}"/> was created with.
/// </summary>
protected readonly WorkingBeatmap WorkingBeatmap ;
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/// <summary>
/// Whether the specified beatmap is assumed to be specific to the current ruleset.
/// </summary>
protected readonly bool IsForCurrentRuleset ;
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/// <summary>
/// Whether to assume the beatmap passed into this <see cref="RulesetContainer{TObject}"/> is for the current ruleset.
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/// Creates a hit renderer for a beatmap.
/// </summary>
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/// <param name="ruleset">The ruleset being repesented.</param>
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/// <param name="workingBeatmap">The beatmap to create the hit renderer for.</param>
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/// <param name="isForCurrentRuleset">Whether to assume the beatmap is for the current ruleset.</param>
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internal RulesetContainer ( Ruleset ruleset , WorkingBeatmap workingBeatmap , bool isForCurrentRuleset )
: base ( ruleset )
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{
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Debug . Assert ( workingBeatmap ! = null , "RulesetContainer initialized with a null beatmap." ) ;
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WorkingBeatmap = workingBeatmap ;
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IsForCurrentRuleset = isForCurrentRuleset ;
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Mods = workingBeatmap . Mods . Value ;
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RelativeSizeAxes = Axes . Both ;
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BeatmapConverter < TObject > converter = CreateBeatmapConverter ( ) ;
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BeatmapProcessor < TObject > processor = CreateBeatmapProcessor ( ) ;
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// Check if the beatmap can be converted
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if ( ! converter . CanConvert ( workingBeatmap . Beatmap ) )
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throw new BeatmapInvalidForRulesetException ( $"{nameof(Beatmap)} can not be converted for the current ruleset (converter: {converter})." ) ;
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// Convert the beatmap
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Beatmap = converter . Convert ( workingBeatmap . Beatmap ) ;
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// Apply difficulty adjustments from mods before using Difficulty.
foreach ( var mod in Mods . OfType < IApplicableToDifficulty > ( ) )
mod . ApplyToDifficulty ( Beatmap . BeatmapInfo . Difficulty ) ;
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// Apply defaults
foreach ( var h in Beatmap . HitObjects )
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h . ApplyDefaults ( Beatmap . ControlPointInfo , Beatmap . BeatmapInfo . Difficulty ) ;
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// Post-process the beatmap
processor . PostProcess ( Beatmap ) ;
// Add mods, should always be the last thing applied to give full control to mods
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applyMods ( Mods ) ;
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}
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/// <summary>
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/// Applies the active mods to this RulesetContainer.
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/// </summary>
/// <param name="mods"></param>
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private void applyMods ( IEnumerable < Mod > mods )
{
if ( mods = = null )
return ;
foreach ( var mod in mods . OfType < IApplicableMod < TObject > > ( ) )
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mod . ApplyToRulesetContainer ( this ) ;
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}
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/// <summary>
/// Creates a processor to perform post-processing operations
/// on HitObjects in converted Beatmaps.
/// </summary>
/// <returns>The Beatmap processor.</returns>
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protected virtual BeatmapProcessor < TObject > CreateBeatmapProcessor ( ) = > new BeatmapProcessor < TObject > ( ) ;
/// <summary>
/// Creates a converter to convert Beatmap to a specific mode.
/// </summary>
/// <returns>The Beatmap converter.</returns>
protected abstract BeatmapConverter < TObject > CreateBeatmapConverter ( ) ;
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}
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/// <summary>
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/// A derivable RulesetContainer that manages the Playfield and HitObjects.
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/// </summary>
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/// <typeparam name="TObject">The type of HitObject contained by this RulesetContainer.</typeparam>
/// <typeparam name="TJudgement">The type of Judgement of DrawableHitObjects contained by this RulesetContainer.</typeparam>
public abstract class RulesetContainer < TObject , TJudgement > : RulesetContainer < TObject >
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where TObject : HitObject
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where TJudgement : Judgement
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{
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public event Action < Judgement > OnJudgement ;
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public sealed override bool ProvidingUserCursor = > ! HasReplayLoaded & & Playfield . ProvidingUserCursor ;
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/// <summary>
/// All the converted hit objects contained by this hit renderer.
/// </summary>
public new IEnumerable < TObject > Objects = > Beatmap . HitObjects ;
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protected override bool AllObjectsJudged = > drawableObjects . All ( h = > h . AllJudged ) ;
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/// <summary>
/// The playfield.
/// </summary>
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public Playfield < TObject , TJudgement > Playfield { get ; private set ; }
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protected override Container < Drawable > Content = > content ;
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private Container content ;
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private readonly List < DrawableHitObject < TObject , TJudgement > > drawableObjects = new List < DrawableHitObject < TObject , TJudgement > > ( ) ;
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/// <summary>
/// Creates a hit renderer for a beatmap.
/// </summary>
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/// <param name="ruleset">The ruleset being repesented.</param>
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/// <param name="beatmap">The beatmap to create the hit renderer for.</param>
/// <param name="isForCurrentRuleset">Whether to assume the beatmap is for the current ruleset.</param>
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protected RulesetContainer ( Ruleset ruleset , WorkingBeatmap beatmap , bool isForCurrentRuleset )
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: base ( ruleset , beatmap , isForCurrentRuleset )
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{
}
[BackgroundDependencyLoader]
private void load ( )
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{
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KeyBindingInputManager . Add ( content = new Container
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{
RelativeSizeAxes = Axes . Both ,
} ) ;
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AddInternal ( KeyBindingInputManager ) ;
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KeyBindingInputManager . Add ( Playfield = CreatePlayfield ( ) ) ;
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loadObjects ( ) ;
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}
public override void SetReplay ( Replay replay )
{
base . SetReplay ( replay ) ;
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if ( ReplayInputManager ? . ReplayInputHandler ! = null )
ReplayInputManager . ReplayInputHandler . ToScreenSpace = input = > Playfield . ScaledContent . ToScreenSpace ( input ) ;
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}
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/// <summary>
/// Creates and adds drawable representations of hit objects to the play field.
/// </summary>
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private void loadObjects ( )
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{
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drawableObjects . Capacity = Beatmap . HitObjects . Count ;
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foreach ( TObject h in Beatmap . HitObjects )
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{
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var drawableObject = GetVisualRepresentation ( h ) ;
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if ( drawableObject = = null )
continue ;
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drawableObject . OnJudgement + = ( d , j ) = >
{
Playfield . OnJudgement ( d , j ) ;
OnJudgement ? . Invoke ( j ) ;
CheckAllJudged ( ) ;
} ;
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drawableObjects . Add ( drawableObject ) ;
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Playfield . Add ( drawableObject ) ;
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}
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Playfield . PostProcess ( ) ;
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}
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protected override void Update ( )
{
base . Update ( ) ;
Playfield . Size = AspectAdjust ? GetPlayfieldAspectAdjust ( ) : Vector2 . One ;
}
/// <summary>
/// In some cases we want to apply changes to the relative size of our contained <see cref="Playfield{TObject, TJudgement}"/> based on custom conditions.
/// </summary>
/// <returns></returns>
protected virtual Vector2 GetPlayfieldAspectAdjust ( ) = > new Vector2 ( 0.75f ) ; //a sane default
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/// <summary>
/// Creates a DrawableHitObject from a HitObject.
/// </summary>
/// <param name="h">The HitObject to make drawable.</param>
/// <returns>The DrawableHitObject.</returns>
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protected abstract DrawableHitObject < TObject , TJudgement > GetVisualRepresentation ( TObject h ) ;
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/// <summary>
/// Creates a Playfield.
/// </summary>
/// <returns>The Playfield.</returns>
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protected abstract Playfield < TObject , TJudgement > CreatePlayfield ( ) ;
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}
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/// <summary>
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/// A derivable RulesetContainer that manages the Playfield and HitObjects.
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/// </summary>
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/// <typeparam name="TPlayfield">The type of Playfield contained by this RulesetContainer.</typeparam>
/// <typeparam name="TObject">The type of HitObject contained by this RulesetContainer.</typeparam>
/// <typeparam name="TJudgement">The type of Judgement of DrawableHitObjects contained by this RulesetContainer.</typeparam>
public abstract class RulesetContainer < TPlayfield , TObject , TJudgement > : RulesetContainer < TObject , TJudgement >
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where TObject : HitObject
where TJudgement : Judgement
where TPlayfield : Playfield < TObject , TJudgement >
{
/// <summary>
/// The playfield.
/// </summary>
protected new TPlayfield Playfield = > ( TPlayfield ) base . Playfield ;
/// <summary>
/// Creates a hit renderer for a beatmap.
/// </summary>
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/// <param name="ruleset">The ruleset being repesented.</param>
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/// <param name="beatmap">The beatmap to create the hit renderer for.</param>
/// <param name="isForCurrentRuleset">Whether to assume the beatmap is for the current ruleset.</param>
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protected RulesetContainer ( Ruleset ruleset , WorkingBeatmap beatmap , bool isForCurrentRuleset )
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: base ( ruleset , beatmap , isForCurrentRuleset )
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{
}
}
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public class BeatmapInvalidForRulesetException : ArgumentException
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{
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public BeatmapInvalidForRulesetException ( string text )
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: base ( text )
{
}
}
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}