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Fix key binding generators
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85805bffde
commit
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@ -45,18 +45,15 @@ namespace osu.Game.Rulesets.Mania
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LeftKeys = stage1LeftKeys,
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LeftKeys = stage1LeftKeys,
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RightKeys = stage1RightKeys,
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RightKeys = stage1RightKeys,
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SpecialKey = InputKey.V,
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SpecialKey = InputKey.V,
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SpecialAction = ManiaAction.Special1,
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}.GenerateKeyBindingsFor(singleStageVariant);
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NormalActionStart = ManiaAction.Key1
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}.GenerateKeyBindingsFor(singleStageVariant, out var nextNormal);
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var stage2Bindings = new VariantMappingGenerator
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var stage2Bindings = new VariantMappingGenerator
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{
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{
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LeftKeys = stage2LeftKeys,
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LeftKeys = stage2LeftKeys,
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RightKeys = stage2RightKeys,
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RightKeys = stage2RightKeys,
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SpecialKey = InputKey.B,
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SpecialKey = InputKey.B,
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SpecialAction = ManiaAction.Special2,
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ActionStart = (ManiaAction)singleStageVariant,
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NormalActionStart = nextNormal
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}.GenerateKeyBindingsFor(singleStageVariant);
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}.GenerateKeyBindingsFor(singleStageVariant, out _);
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return stage1Bindings.Concat(stage2Bindings);
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return stage1Bindings.Concat(stage2Bindings);
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}
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}
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@ -34,8 +34,6 @@ namespace osu.Game.Rulesets.Mania
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LeftKeys = leftKeys,
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LeftKeys = leftKeys,
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RightKeys = rightKeys,
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RightKeys = rightKeys,
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SpecialKey = InputKey.Space,
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SpecialKey = InputKey.Space,
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SpecialAction = ManiaAction.Special1,
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}.GenerateKeyBindingsFor(variant);
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NormalActionStart = ManiaAction.Key1,
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}.GenerateKeyBindingsFor(variant, out _);
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}
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}
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}
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}
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@ -26,37 +26,30 @@ namespace osu.Game.Rulesets.Mania
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public InputKey SpecialKey;
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public InputKey SpecialKey;
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/// <summary>
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/// <summary>
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/// The <see cref="ManiaAction"/> at which the normal columns should begin.
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/// The <see cref="ManiaAction"/> at which the columns should begin.
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/// </summary>
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/// </summary>
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public ManiaAction NormalActionStart;
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public ManiaAction ActionStart;
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/// <summary>
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/// The <see cref="ManiaAction"/> for the special column.
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/// </summary>
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public ManiaAction SpecialAction;
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/// <summary>
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/// <summary>
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/// Generates a list of <see cref="KeyBinding"/>s for a specific number of columns.
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/// Generates a list of <see cref="KeyBinding"/>s for a specific number of columns.
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/// </summary>
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/// </summary>
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/// <param name="columns">The number of columns that need to be bound.</param>
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/// <param name="columns">The number of columns that need to be bound.</param>
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/// <param name="nextNormalAction">The next <see cref="ManiaAction"/> to use for normal columns.</param>
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/// <returns>The keybindings.</returns>
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/// <returns>The keybindings.</returns>
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public IEnumerable<KeyBinding> GenerateKeyBindingsFor(int columns, out ManiaAction nextNormalAction)
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public IEnumerable<KeyBinding> GenerateKeyBindingsFor(int columns)
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{
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{
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ManiaAction currentNormalAction = NormalActionStart;
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ManiaAction currentAction = ActionStart;
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var bindings = new List<KeyBinding>();
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var bindings = new List<KeyBinding>();
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for (int i = LeftKeys.Length - columns / 2; i < LeftKeys.Length; i++)
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for (int i = LeftKeys.Length - columns / 2; i < LeftKeys.Length; i++)
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bindings.Add(new KeyBinding(LeftKeys[i], currentNormalAction++));
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bindings.Add(new KeyBinding(LeftKeys[i], currentAction++));
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if (columns % 2 == 1)
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if (columns % 2 == 1)
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bindings.Add(new KeyBinding(SpecialKey, SpecialAction));
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bindings.Add(new KeyBinding(SpecialKey, currentAction++));
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for (int i = 0; i < columns / 2; i++)
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for (int i = 0; i < columns / 2; i++)
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bindings.Add(new KeyBinding(RightKeys[i], currentNormalAction++));
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bindings.Add(new KeyBinding(RightKeys[i], currentAction++));
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nextNormalAction = currentNormalAction;
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return bindings;
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return bindings;
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}
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}
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}
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}
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