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Merge branch 'mania-beatmap-conversion' into mania-endtime-object-conversion
# Conflicts: # osu.Game.Rulesets.Mania/Beatmaps/LegacyBeatmapConverter.cs
This commit is contained in:
commit
0a596ef1e4
@ -85,25 +85,25 @@ namespace osu.Desktop.VisualTests.Tests
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Clock = new FramedClock(),
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Children = new Drawable[]
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{
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new OsuHitRenderer(beatmap)
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new OsuHitRenderer(beatmap, false)
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{
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Scale = new Vector2(0.5f),
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Anchor = Anchor.TopLeft,
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Origin = Anchor.TopLeft
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},
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new TaikoHitRenderer(beatmap)
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new TaikoHitRenderer(beatmap, false)
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{
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Scale = new Vector2(0.5f),
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight
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},
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new CatchHitRenderer(beatmap)
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new CatchHitRenderer(beatmap, false)
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{
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Scale = new Vector2(0.5f),
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft
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},
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new ManiaHitRenderer(beatmap)
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new ManiaHitRenderer(beatmap, false)
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{
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Scale = new Vector2(0.5f),
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Anchor = Anchor.BottomRight,
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@ -17,7 +17,7 @@ namespace osu.Game.Rulesets.Catch
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{
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public class CatchRuleset : Ruleset
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{
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public override HitRenderer CreateHitRendererWith(WorkingBeatmap beatmap) => new CatchHitRenderer(beatmap);
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public override HitRenderer CreateHitRendererWith(WorkingBeatmap beatmap, bool isForCurrentRuleset) => new CatchHitRenderer(beatmap, isForCurrentRuleset);
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public override IEnumerable<Mod> GetModsFor(ModType type)
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{
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@ -15,8 +15,8 @@ namespace osu.Game.Rulesets.Catch.UI
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{
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public class CatchHitRenderer : HitRenderer<CatchBaseHit, CatchJudgement>
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{
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public CatchHitRenderer(WorkingBeatmap beatmap)
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: base(beatmap)
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public CatchHitRenderer(WorkingBeatmap beatmap, bool isForCurrentRuleset)
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: base(beatmap, isForCurrentRuleset)
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{
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}
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|
@ -1,146 +0,0 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Collections.Generic;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Mania.Beatmaps.Patterns;
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using osu.Game.Rulesets.Mania.MathUtils;
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using osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy;
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namespace osu.Game.Rulesets.Mania.Beatmaps
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{
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/// <summary>
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/// Special converter used for converting from osu!stable beatmaps.
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/// </summary>
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internal class LegacyBeatmapConverter
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{
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private Pattern lastPattern = new Pattern();
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private readonly FastRandom random;
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private readonly Beatmap beatmap;
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public LegacyBeatmapConverter(Beatmap beatmap)
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{
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this.beatmap = beatmap;
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int seed = (int)Math.Round(beatmap.BeatmapInfo.Difficulty.DrainRate + beatmap.BeatmapInfo.Difficulty.CircleSize)
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* 20 + (int)(beatmap.BeatmapInfo.Difficulty.OverallDifficulty * 41.2) + (int)Math.Round(beatmap.BeatmapInfo.Difficulty.ApproachRate);
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random = new FastRandom(seed);
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}
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public IEnumerable<ManiaHitObject> Convert(HitObject original)
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{
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var maniaOriginal = original as ManiaHitObject;
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if (maniaOriginal != null)
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{
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yield return maniaOriginal;
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yield break;
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}
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IEnumerable<ManiaHitObject> objects;
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switch (beatmap.BeatmapInfo.RulesetID)
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{
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default:
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objects = generateConverted(original);
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break;
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case 3:
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objects = generateSpecific(original);
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break;
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}
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if (objects == null)
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yield break;
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foreach (ManiaHitObject obj in objects)
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yield return obj;
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}
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private IEnumerable<ManiaHitObject> generateSpecific(HitObject original)
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{
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var generator = new SpecificPatternGenerator(random, original, beatmap, lastPattern);
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Pattern newPattern = generator.Generate();
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lastPattern = newPattern;
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return newPattern.HitObjects;
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}
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private IEnumerable<ManiaHitObject> generateConverted(HitObject original)
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{
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var endTimeData = original as IHasEndTime;
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var distanceData = original as IHasDistance;
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var positionData = original as IHasPosition;
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Patterns.PatternGenerator conversion = null;
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if (distanceData != null)
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{
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// Slider
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}
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else if (endTimeData != null)
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{
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conversion = new EndTimeObjectPatternGenerator(random, original, beatmap);
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// Spinner
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}
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else if (positionData != null)
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{
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// Circle
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}
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if (conversion == null)
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return null;
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Pattern newPattern = conversion.Generate();
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lastPattern = newPattern;
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return newPattern.HitObjects;
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}
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/// <summary>
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/// A pattern generator for mania-specific beatmaps.
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/// </summary>
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private class SpecificPatternGenerator : Patterns.Legacy.PatternGenerator
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{
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public SpecificPatternGenerator(FastRandom random, HitObject hitObject, Beatmap beatmap, Pattern previousPattern)
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: base(random, hitObject, beatmap, previousPattern)
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{
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}
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public override Pattern Generate()
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{
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var endTimeData = HitObject as IHasEndTime;
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var positionData = HitObject as IHasXPosition;
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int column = GetColumn(positionData?.X ?? 0);
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var pattern = new Pattern();
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if (endTimeData != null)
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{
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pattern.Add(new HoldNote
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{
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StartTime = HitObject.StartTime,
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Samples = HitObject.Samples,
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Duration = endTimeData.Duration,
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Column = column,
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});
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}
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else if (positionData != null)
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{
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pattern.Add(new Note
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{
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StartTime = HitObject.StartTime,
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Samples = HitObject.Samples,
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Column = column
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});
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}
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return pattern;
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}
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}
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}
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}
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@ -8,7 +8,9 @@ using System.Collections.Generic;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using System.Linq;
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using osu.Game.Rulesets.Mania.Beatmaps.Patterns;
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using osu.Game.Rulesets.Mania.MathUtils;
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using osu.Game.Database;
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namespace osu.Game.Rulesets.Mania.Beatmaps
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{
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@ -16,24 +18,136 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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{
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protected override IEnumerable<Type> ValidConversionTypes { get; } = new[] { typeof(IHasXPosition) };
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protected override Beatmap<ManiaHitObject> ConvertBeatmap(Beatmap original)
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{
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// Todo: This should be cased when we get better conversion methods
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var converter = new LegacyBeatmapConverter(original);
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private Pattern lastPattern = new Pattern();
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private FastRandom random;
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private Beatmap beatmap;
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private bool isForCurrentRuleset;
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return new Beatmap<ManiaHitObject>
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{
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BeatmapInfo = original.BeatmapInfo,
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TimingInfo = original.TimingInfo,
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// We need to sort here, because the converter generates patterns
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HitObjects = original.HitObjects.SelectMany(converter.Convert).OrderBy(h => h.StartTime).ToList()
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};
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protected override Beatmap<ManiaHitObject> ConvertBeatmap(Beatmap original, bool isForCurrentRuleset)
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{
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this.isForCurrentRuleset = isForCurrentRuleset;
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beatmap = original;
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BeatmapDifficulty difficulty = original.BeatmapInfo.Difficulty;
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int seed = (int)Math.Round(difficulty.DrainRate + difficulty.CircleSize) * 20 + (int)(difficulty.OverallDifficulty * 41.2) + (int)Math.Round(difficulty.ApproachRate);
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random = new FastRandom(seed);
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return base.ConvertBeatmap(original, isForCurrentRuleset);
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}
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protected override IEnumerable<ManiaHitObject> ConvertHitObject(HitObject original, Beatmap beatmap)
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{
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// Handled by the LegacyConvereter
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yield return null;
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var maniaOriginal = original as ManiaHitObject;
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if (maniaOriginal != null)
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{
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yield return maniaOriginal;
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yield break;
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}
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var objects = isForCurrentRuleset ? generateSpecific(original) : generateConverted(original);
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if (objects == null)
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yield break;
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foreach (ManiaHitObject obj in objects)
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yield return obj;
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}
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/// <summary>
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/// Method that generates hit objects for osu!mania specific beatmaps.
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/// </summary>
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/// <param name="original">The original hit object.</param>
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/// <returns>The hit objects generated.</returns>
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private IEnumerable<ManiaHitObject> generateSpecific(HitObject original)
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{
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var generator = new SpecificBeatmapPatternGenerator(random, original, beatmap, lastPattern);
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Pattern newPattern = generator.Generate();
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lastPattern = newPattern;
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return newPattern.HitObjects;
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}
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/// <summary>
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/// Method that generates hit objects for non-osu!mania beatmaps.
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/// </summary>
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/// <param name="original">The original hit object.</param>
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/// <returns>The hit objects generated.</returns>
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private IEnumerable<ManiaHitObject> generateConverted(HitObject original)
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{
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var endTimeData = original as IHasEndTime;
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var distanceData = original as IHasDistance;
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var positionData = original as IHasPosition;
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// Following lines currently commented out to appease resharper
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//Patterns.PatternGenerator conversion = null;
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if (distanceData != null)
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{
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// Slider
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}
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else if (endTimeData != null)
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{
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// Spinner
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}
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else if (positionData != null)
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{
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// Circle
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}
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//if (conversion == null)
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return null;
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//Pattern newPattern = conversion.Generate();
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//lastPattern = newPattern;
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//return newPattern.HitObjects;
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}
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/// <summary>
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/// A pattern generator for osu!mania-specific beatmaps.
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/// </summary>
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private class SpecificBeatmapPatternGenerator : Patterns.Legacy.PatternGenerator
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{
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public SpecificBeatmapPatternGenerator(FastRandom random, HitObject hitObject, Beatmap beatmap, Pattern previousPattern)
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: base(random, hitObject, beatmap, previousPattern)
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{
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}
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public override Pattern Generate()
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{
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var endTimeData = HitObject as IHasEndTime;
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var positionData = HitObject as IHasXPosition;
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int column = GetColumn(positionData?.X ?? 0);
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var pattern = new Pattern();
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if (endTimeData != null)
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{
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pattern.Add(new HoldNote
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{
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StartTime = HitObject.StartTime,
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Samples = HitObject.Samples,
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Duration = endTimeData.Duration,
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Column = column,
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});
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}
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else if (positionData != null)
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{
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pattern.Add(new Note
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{
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StartTime = HitObject.StartTime,
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Samples = HitObject.Samples,
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Column = column
|
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});
|
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}
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return pattern;
|
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}
|
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}
|
||||
}
|
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}
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|
@ -16,7 +16,7 @@ namespace osu.Game.Rulesets.Mania
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{
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public class ManiaRuleset : Ruleset
|
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{
|
||||
public override HitRenderer CreateHitRendererWith(WorkingBeatmap beatmap) => new ManiaHitRenderer(beatmap);
|
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public override HitRenderer CreateHitRendererWith(WorkingBeatmap beatmap, bool isForCurrentRuleset) => new ManiaHitRenderer(beatmap, isForCurrentRuleset);
|
||||
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||||
public override IEnumerable<Mod> GetModsFor(ModType type)
|
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{
|
||||
|
@ -24,8 +24,8 @@ namespace osu.Game.Rulesets.Mania.UI
|
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{
|
||||
public int? Columns;
|
||||
|
||||
public ManiaHitRenderer(WorkingBeatmap beatmap)
|
||||
: base(beatmap)
|
||||
public ManiaHitRenderer(WorkingBeatmap beatmap, bool isForCurrentRuleset)
|
||||
: base(beatmap, isForCurrentRuleset)
|
||||
{
|
||||
}
|
||||
|
||||
|
@ -50,7 +50,6 @@
|
||||
<Compile Include="Beatmaps\Patterns\Legacy\EndTimeObjectPatternGenerator.cs" />
|
||||
<Compile Include="Beatmaps\Patterns\Legacy\PatternGenerator.cs" />
|
||||
<Compile Include="Beatmaps\Patterns\PatternGenerator.cs" />
|
||||
<Compile Include="Beatmaps\LegacyBeatmapConverter.cs" />
|
||||
<Compile Include="Beatmaps\Patterns\Legacy\PatternType.cs" />
|
||||
<Compile Include="Beatmaps\ManiaBeatmapConverter.cs" />
|
||||
<Compile Include="Beatmaps\Patterns\Pattern.cs" />
|
||||
|
@ -19,7 +19,7 @@ namespace osu.Game.Rulesets.Osu
|
||||
{
|
||||
public class OsuRuleset : Ruleset
|
||||
{
|
||||
public override HitRenderer CreateHitRendererWith(WorkingBeatmap beatmap) => new OsuHitRenderer(beatmap);
|
||||
public override HitRenderer CreateHitRendererWith(WorkingBeatmap beatmap, bool isForCurrentRuleset) => new OsuHitRenderer(beatmap, isForCurrentRuleset);
|
||||
|
||||
public override IEnumerable<BeatmapStatistic> GetBeatmapStatistics(WorkingBeatmap beatmap) => new[]
|
||||
{
|
||||
|
@ -18,8 +18,8 @@ namespace osu.Game.Rulesets.Osu.UI
|
||||
{
|
||||
public class OsuHitRenderer : HitRenderer<OsuHitObject, OsuJudgement>
|
||||
{
|
||||
public OsuHitRenderer(WorkingBeatmap beatmap)
|
||||
: base(beatmap)
|
||||
public OsuHitRenderer(WorkingBeatmap beatmap, bool isForCurrentRuleset)
|
||||
: base(beatmap, isForCurrentRuleset)
|
||||
{
|
||||
}
|
||||
|
||||
|
@ -41,13 +41,13 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
|
||||
|
||||
protected override IEnumerable<Type> ValidConversionTypes { get; } = new[] { typeof(HitObject) };
|
||||
|
||||
protected override Beatmap<TaikoHitObject> ConvertBeatmap(Beatmap original)
|
||||
protected override Beatmap<TaikoHitObject> ConvertBeatmap(Beatmap original, bool isForCurrentRuleset)
|
||||
{
|
||||
// Rewrite the beatmap info to add the slider velocity multiplier
|
||||
BeatmapInfo info = original.BeatmapInfo.DeepClone();
|
||||
info.Difficulty.SliderMultiplier *= legacy_velocity_multiplier;
|
||||
|
||||
Beatmap<TaikoHitObject> converted = base.ConvertBeatmap(original);
|
||||
Beatmap<TaikoHitObject> converted = base.ConvertBeatmap(original, isForCurrentRuleset);
|
||||
|
||||
// Post processing step to transform hit objects with the same start time into strong hits
|
||||
converted.HitObjects = converted.HitObjects.GroupBy(t => t.StartTime).Select(x =>
|
||||
|
@ -17,7 +17,7 @@ namespace osu.Game.Rulesets.Taiko
|
||||
{
|
||||
public class TaikoRuleset : Ruleset
|
||||
{
|
||||
public override HitRenderer CreateHitRendererWith(WorkingBeatmap beatmap) => new TaikoHitRenderer(beatmap);
|
||||
public override HitRenderer CreateHitRendererWith(WorkingBeatmap beatmap, bool isForCurrentRuleset) => new TaikoHitRenderer(beatmap, isForCurrentRuleset);
|
||||
|
||||
public override IEnumerable<Mod> GetModsFor(ModType type)
|
||||
{
|
||||
|
@ -22,8 +22,8 @@ namespace osu.Game.Rulesets.Taiko.UI
|
||||
{
|
||||
public class TaikoHitRenderer : HitRenderer<TaikoHitObject, TaikoJudgement>
|
||||
{
|
||||
public TaikoHitRenderer(WorkingBeatmap beatmap)
|
||||
: base(beatmap)
|
||||
public TaikoHitRenderer(WorkingBeatmap beatmap, bool isForCurrentRuleset)
|
||||
: base(beatmap, isForCurrentRuleset)
|
||||
{
|
||||
}
|
||||
|
||||
|
@ -34,7 +34,7 @@ namespace osu.Game.Beatmaps
|
||||
|
||||
protected DifficultyCalculator(Beatmap beatmap)
|
||||
{
|
||||
Objects = CreateBeatmapConverter().Convert(beatmap).HitObjects;
|
||||
Objects = CreateBeatmapConverter().Convert(beatmap, true).HitObjects;
|
||||
|
||||
foreach (var h in Objects)
|
||||
h.ApplyDefaults(beatmap.TimingInfo, beatmap.BeatmapInfo.Difficulty);
|
||||
|
@ -26,19 +26,21 @@ namespace osu.Game.Rulesets.Beatmaps
|
||||
/// Converts a Beatmap using this Beatmap Converter.
|
||||
/// </summary>
|
||||
/// <param name="original">The un-converted Beatmap.</param>
|
||||
/// <param name="isForCurrentRuleset">Whether to assume the beatmap is for the current ruleset.</param>
|
||||
/// <returns>The converted Beatmap.</returns>
|
||||
public Beatmap<T> Convert(Beatmap original)
|
||||
public Beatmap<T> Convert(Beatmap original, bool isForCurrentRuleset)
|
||||
{
|
||||
// We always operate on a clone of the original beatmap, to not modify it game-wide
|
||||
return ConvertBeatmap(new Beatmap(original));
|
||||
return ConvertBeatmap(new Beatmap(original), isForCurrentRuleset);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Performs the conversion of a Beatmap using this Beatmap Converter.
|
||||
/// </summary>
|
||||
/// <param name="original">The un-converted Beatmap.</param>
|
||||
/// <param name="isForCurrentRuleset">Whether to assume the beatmap is for the current ruleset.</param>
|
||||
/// <returns>The converted Beatmap.</returns>
|
||||
protected virtual Beatmap<T> ConvertBeatmap(Beatmap original)
|
||||
protected virtual Beatmap<T> ConvertBeatmap(Beatmap original, bool isForCurrentRuleset)
|
||||
{
|
||||
return new Beatmap<T>
|
||||
{
|
||||
|
@ -18,12 +18,13 @@ namespace osu.Game.Rulesets
|
||||
public abstract IEnumerable<Mod> GetModsFor(ModType type);
|
||||
|
||||
/// <summary>
|
||||
/// Attempt to create a HitRenderer for the provided beatmap.
|
||||
/// Attempt to create a hit renderer for a beatmap
|
||||
/// </summary>
|
||||
/// <param name="beatmap"></param>
|
||||
/// <param name="beatmap">The beatmap to create the hit renderer for.</param>
|
||||
/// <param name="isForCurrentRuleset">Whether the hit renderer should assume the beatmap is for the current ruleset.</param>
|
||||
/// <exception cref="BeatmapInvalidForRulesetException">Unable to successfully load the beatmap to be usable with this ruleset.</exception>
|
||||
/// <returns></returns>
|
||||
public abstract HitRenderer CreateHitRendererWith(WorkingBeatmap beatmap);
|
||||
public abstract HitRenderer CreateHitRendererWith(WorkingBeatmap beatmap, bool isForCurrentRuleset);
|
||||
|
||||
public abstract DifficultyCalculator CreateDifficultyCalculator(Beatmap beatmap);
|
||||
|
||||
|
@ -66,7 +66,7 @@ namespace osu.Game.Rulesets.UI
|
||||
/// </summary>
|
||||
protected abstract bool AllObjectsJudged { get; }
|
||||
|
||||
protected HitRenderer()
|
||||
internal HitRenderer()
|
||||
{
|
||||
KeyConversionInputManager = CreateKeyConversionInputManager();
|
||||
KeyConversionInputManager.RelativeSizeAxes = Axes.Both;
|
||||
@ -120,7 +120,12 @@ namespace osu.Game.Rulesets.UI
|
||||
/// </summary>
|
||||
public Beatmap<TObject> Beatmap;
|
||||
|
||||
protected HitRenderer(WorkingBeatmap beatmap)
|
||||
/// <summary>
|
||||
/// Creates a hit renderer for a beatmap.
|
||||
/// </summary>
|
||||
/// <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>
|
||||
internal HitRenderer(WorkingBeatmap beatmap, bool isForCurrentRuleset)
|
||||
{
|
||||
Debug.Assert(beatmap != null, "HitRenderer initialized with a null beatmap.");
|
||||
|
||||
@ -134,7 +139,7 @@ namespace osu.Game.Rulesets.UI
|
||||
throw new BeatmapInvalidForRulesetException($"{nameof(Beatmap)} can't be converted for the current ruleset.");
|
||||
|
||||
// Convert the beatmap
|
||||
Beatmap = converter.Convert(beatmap.Beatmap);
|
||||
Beatmap = converter.Convert(beatmap.Beatmap, isForCurrentRuleset);
|
||||
|
||||
// Apply defaults
|
||||
foreach (var h in Beatmap.HitObjects)
|
||||
@ -201,8 +206,13 @@ namespace osu.Game.Rulesets.UI
|
||||
|
||||
private readonly List<DrawableHitObject<TObject, TJudgement>> drawableObjects = new List<DrawableHitObject<TObject, TJudgement>>();
|
||||
|
||||
protected HitRenderer(WorkingBeatmap beatmap)
|
||||
: base(beatmap)
|
||||
/// <summary>
|
||||
/// Creates a hit renderer for a beatmap.
|
||||
/// </summary>
|
||||
/// <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>
|
||||
protected HitRenderer(WorkingBeatmap beatmap, bool isForCurrentRuleset)
|
||||
: base(beatmap, isForCurrentRuleset)
|
||||
{
|
||||
InputManager.Add(content = new Container
|
||||
{
|
||||
|
@ -89,7 +89,7 @@ namespace osu.Game.Screens.Play
|
||||
|
||||
try
|
||||
{
|
||||
HitRenderer = rulesetInstance.CreateHitRendererWith(Beatmap);
|
||||
HitRenderer = rulesetInstance.CreateHitRendererWith(Beatmap, ruleset.ID == Beatmap.BeatmapInfo.Ruleset.ID);
|
||||
}
|
||||
catch (BeatmapInvalidForRulesetException)
|
||||
{
|
||||
@ -97,7 +97,7 @@ namespace osu.Game.Screens.Play
|
||||
// let's try again forcing the beatmap's ruleset.
|
||||
ruleset = Beatmap.BeatmapInfo.Ruleset;
|
||||
rulesetInstance = ruleset.CreateInstance();
|
||||
HitRenderer = rulesetInstance.CreateHitRendererWith(Beatmap);
|
||||
HitRenderer = rulesetInstance.CreateHitRendererWith(Beatmap, true);
|
||||
}
|
||||
|
||||
if (!HitRenderer.Objects.Any())
|
||||
|
Loading…
Reference in New Issue
Block a user