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Have dual stage mod apply changes to beatmap directly
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parent
df6fc4013a
commit
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@ -4,14 +4,11 @@
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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.Beatmaps;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Mania.UI;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.UI;
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namespace osu.Game.Rulesets.Mania.Mods
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{
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public class ManiaModDualStages : Mod, IPlayfieldTypeMod, IApplicableToBeatmapConverter, IApplicableToRulesetContainer<ManiaHitObject>
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public class ManiaModDualStages : Mod, IPlayfieldTypeMod, IApplicableToBeatmapConverter, IApplicableToBeatmap
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{
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public override string Name => "Dual Stages";
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public override string ShortenedName => "DS";
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@ -34,22 +31,21 @@ namespace osu.Game.Rulesets.Mania.Mods
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mbc.TargetColumns *= 2;
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}
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public void ApplyToRulesetContainer(RulesetContainer<ManiaHitObject> rulesetContainer)
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public void ApplyToBeatmap(IBeatmap beatmap)
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{
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var mrc = (ManiaRulesetContainer)rulesetContainer;
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// Although this can work, for now let's not allow keymods for mania-specific beatmaps
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if (isForCurrentRuleset)
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return;
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var maniaBeatmap = (ManiaBeatmap) beatmap;
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var newDefinitions = new List<StageDefinition>();
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foreach (var existing in mrc.Beatmap.Stages)
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foreach (var existing in maniaBeatmap.Stages)
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{
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newDefinitions.Add(new StageDefinition { Columns = existing.Columns / 2 });
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newDefinitions.Add(new StageDefinition { Columns = existing.Columns / 2 });
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}
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mrc.Beatmap.Stages = newDefinitions;
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maniaBeatmap.Stages = newDefinitions;
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}
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public PlayfieldType PlayfieldType => PlayfieldType.Dual;
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