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Privatise VariantMappingGenerator to ManiaRuleset
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@ -242,58 +242,58 @@ namespace osu.Game.Rulesets.Mania
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{
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return (PlayfieldType)Enum.GetValues(typeof(PlayfieldType)).Cast<int>().OrderByDescending(i => i).First(v => variant >= v);
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}
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}
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public class VariantMappingGenerator
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{
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/// <summary>
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/// All the <see cref="InputKey"/>s available to the left hand.
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/// </summary>
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public InputKey[] LeftKeys;
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/// <summary>
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/// All the <see cref="InputKey"/>s available to the right hand.
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/// </summary>
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public InputKey[] RightKeys;
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/// <summary>
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/// The <see cref="InputKey"/> for the special key.
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/// </summary>
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public InputKey SpecialKey;
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/// <summary>
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/// The <see cref="ManiaAction"/> at which the normal columns should begin.
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/// </summary>
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public ManiaAction NormalActionStart;
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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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/// Generates a list of <see cref="KeyBinding"/>s for a specific number of columns.
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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="nextNormalAction">The next <see cref="ManiaAction"/> to use for normal columns.</param>
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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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private class VariantMappingGenerator
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{
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ManiaAction currentNormalAction = NormalActionStart;
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/// <summary>
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/// All the <see cref="InputKey"/>s available to the left hand.
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/// </summary>
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public InputKey[] LeftKeys;
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var bindings = new List<KeyBinding>();
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/// <summary>
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/// All the <see cref="InputKey"/>s available to the right hand.
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/// </summary>
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public InputKey[] RightKeys;
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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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/// <summary>
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/// The <see cref="InputKey"/> for the special key.
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/// </summary>
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public InputKey SpecialKey;
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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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/// <summary>
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/// The <see cref="ManiaAction"/> at which the normal columns should begin.
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/// </summary>
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public ManiaAction NormalActionStart;
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if (columns % 2 == 1)
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bindings.Add(new KeyBinding(SpecialKey, SpecialAction));
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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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nextNormalAction = currentNormalAction;
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return bindings;
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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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/// </summary>
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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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public IEnumerable<KeyBinding> GenerateKeyBindingsFor(int columns, out ManiaAction nextNormalAction)
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{
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ManiaAction currentNormalAction = NormalActionStart;
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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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bindings.Add(new KeyBinding(LeftKeys[i], currentNormalAction++));
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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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if (columns % 2 == 1)
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bindings.Add(new KeyBinding(SpecialKey, SpecialAction));
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nextNormalAction = currentNormalAction;
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return bindings;
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}
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}
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}
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