1
0
mirror of https://github.com/ppy/osu.git synced 2024-12-17 08:42:56 +08:00

Merge pull request #1159 from smoogipooo/mania-key-conversion

Implement mania key conversion for converted beatmaps
This commit is contained in:
Dean Herbert 2017-08-22 20:26:32 +09:00 committed by GitHub
commit bf13618c77
16 changed files with 120 additions and 74 deletions

View File

@ -28,12 +28,20 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
private Pattern lastPattern = new Pattern(); private Pattern lastPattern = new Pattern();
private FastRandom random; private FastRandom random;
private Beatmap beatmap; private Beatmap beatmap;
private bool isForCurrentRuleset;
protected override Beatmap<ManiaHitObject> ConvertBeatmap(Beatmap original, bool isForCurrentRuleset) private readonly int availableColumns;
private readonly bool isForCurrentRuleset;
public ManiaBeatmapConverter(bool isForCurrentRuleset, int availableColumns)
{ {
this.isForCurrentRuleset = isForCurrentRuleset; if (availableColumns <= 0) throw new ArgumentOutOfRangeException(nameof(availableColumns));
this.isForCurrentRuleset = isForCurrentRuleset;
this.availableColumns = availableColumns;
}
protected override Beatmap<ManiaHitObject> ConvertBeatmap(Beatmap original)
{
beatmap = original; beatmap = original;
BeatmapDifficulty difficulty = original.BeatmapInfo.Difficulty; BeatmapDifficulty difficulty = original.BeatmapInfo.Difficulty;
@ -41,7 +49,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
int seed = (int)Math.Round(difficulty.DrainRate + difficulty.CircleSize) * 20 + (int)(difficulty.OverallDifficulty * 41.2) + (int)Math.Round(difficulty.ApproachRate); int seed = (int)Math.Round(difficulty.DrainRate + difficulty.CircleSize) * 20 + (int)(difficulty.OverallDifficulty * 41.2) + (int)Math.Round(difficulty.ApproachRate);
random = new FastRandom(seed); random = new FastRandom(seed);
return base.ConvertBeatmap(original, isForCurrentRuleset); return base.ConvertBeatmap(original);
} }
protected override IEnumerable<ManiaHitObject> ConvertHitObject(HitObject original, Beatmap beatmap) protected override IEnumerable<ManiaHitObject> ConvertHitObject(HitObject original, Beatmap beatmap)
@ -89,7 +97,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
/// <returns>The hit objects generated.</returns> /// <returns>The hit objects generated.</returns>
private IEnumerable<ManiaHitObject> generateSpecific(HitObject original) private IEnumerable<ManiaHitObject> generateSpecific(HitObject original)
{ {
var generator = new SpecificBeatmapPatternGenerator(random, original, beatmap, lastPattern); var generator = new SpecificBeatmapPatternGenerator(random, original, beatmap, availableColumns, lastPattern);
Pattern newPattern = generator.Generate(); Pattern newPattern = generator.Generate();
lastPattern = newPattern; lastPattern = newPattern;
@ -113,14 +121,14 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
Patterns.PatternGenerator conversion = null; Patterns.PatternGenerator conversion = null;
if (distanceData != null) if (distanceData != null)
conversion = new DistanceObjectPatternGenerator(random, original, beatmap, lastPattern); conversion = new DistanceObjectPatternGenerator(random, original, beatmap, availableColumns, lastPattern);
else if (endTimeData != null) else if (endTimeData != null)
conversion = new EndTimeObjectPatternGenerator(random, original, beatmap); conversion = new EndTimeObjectPatternGenerator(random, original, beatmap, availableColumns);
else if (positionData != null) else if (positionData != null)
{ {
computeDensity(original.StartTime); computeDensity(original.StartTime);
conversion = new HitObjectPatternGenerator(random, original, beatmap, lastPattern, lastTime, lastPosition, density, lastStair); conversion = new HitObjectPatternGenerator(random, original, beatmap, availableColumns, lastPattern, lastTime, lastPosition, density, lastStair);
recordNote(original.StartTime, positionData.Position); recordNote(original.StartTime, positionData.Position);
} }
@ -142,8 +150,8 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
/// </summary> /// </summary>
private class SpecificBeatmapPatternGenerator : Patterns.Legacy.PatternGenerator private class SpecificBeatmapPatternGenerator : Patterns.Legacy.PatternGenerator
{ {
public SpecificBeatmapPatternGenerator(FastRandom random, HitObject hitObject, Beatmap beatmap, Pattern previousPattern) public SpecificBeatmapPatternGenerator(FastRandom random, HitObject hitObject, Beatmap beatmap, int availableColumns, Pattern previousPattern)
: base(random, hitObject, beatmap, previousPattern) : base(random, hitObject, beatmap, availableColumns, previousPattern)
{ {
} }

View File

@ -29,8 +29,8 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
private PatternType convertType; private PatternType convertType;
public DistanceObjectPatternGenerator(FastRandom random, HitObject hitObject, Beatmap beatmap, Pattern previousPattern) public DistanceObjectPatternGenerator(FastRandom random, HitObject hitObject, Beatmap beatmap, int availableColumns, Pattern previousPattern)
: base(random, hitObject, beatmap, previousPattern) : base(random, hitObject, beatmap, availableColumns, previousPattern)
{ {
convertType = PatternType.None; convertType = PatternType.None;
if (Beatmap.ControlPointInfo.EffectPointAt(hitObject.StartTime).KiaiMode) if (Beatmap.ControlPointInfo.EffectPointAt(hitObject.StartTime).KiaiMode)

View File

@ -15,8 +15,8 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
{ {
private readonly double endTime; private readonly double endTime;
public EndTimeObjectPatternGenerator(FastRandom random, HitObject hitObject, Beatmap beatmap) public EndTimeObjectPatternGenerator(FastRandom random, HitObject hitObject, Beatmap beatmap, int availableColumns)
: base(random, hitObject, beatmap, new Pattern()) : base(random, hitObject, beatmap, availableColumns, new Pattern())
{ {
var endtimeData = HitObject as IHasEndTime; var endtimeData = HitObject as IHasEndTime;

View File

@ -20,9 +20,12 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
private readonly PatternType convertType; private readonly PatternType convertType;
public HitObjectPatternGenerator(FastRandom random, HitObject hitObject, Beatmap beatmap, Pattern previousPattern, double previousTime, Vector2 previousPosition, double density, PatternType lastStair) public HitObjectPatternGenerator(FastRandom random, HitObject hitObject, Beatmap beatmap, int availableColumns, Pattern previousPattern, double previousTime, Vector2 previousPosition, double density, PatternType lastStair)
: base(random, hitObject, beatmap, previousPattern) : base(random, hitObject, beatmap, availableColumns, previousPattern)
{ {
if (previousTime > hitObject.StartTime) throw new ArgumentOutOfRangeException(nameof(previousTime));
if (density < 0) throw new ArgumentOutOfRangeException(nameof(density));
StairType = lastStair; StairType = lastStair;
TimingControlPoint timingPoint = beatmap.ControlPointInfo.TimingPointAt(hitObject.StartTime); TimingControlPoint timingPoint = beatmap.ControlPointInfo.TimingPointAt(hitObject.StartTime);

View File

@ -25,11 +25,15 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
/// </summary> /// </summary>
protected readonly FastRandom Random; protected readonly FastRandom Random;
protected PatternGenerator(FastRandom random, HitObject hitObject, Beatmap beatmap, Pattern previousPattern) protected PatternGenerator(FastRandom random, HitObject hitObject, Beatmap beatmap, int availableColumns, Pattern previousPattern)
: base(hitObject, beatmap, previousPattern) : base(hitObject, beatmap, availableColumns, previousPattern)
{ {
Random = random; if (random == null) throw new ArgumentNullException(nameof(random));
if (beatmap == null) throw new ArgumentNullException(nameof(beatmap));
if (availableColumns <= 0) throw new ArgumentOutOfRangeException(nameof(availableColumns));
if (previousPattern == null) throw new ArgumentNullException(nameof(previousPattern));
Random = random;
RandomStart = AvailableColumns == 8 ? 1 : 0; RandomStart = AvailableColumns == 8 ? 1 : 0;
} }
@ -62,6 +66,12 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
/// <returns>The amount of notes to be generated.</returns> /// <returns>The amount of notes to be generated.</returns>
protected int GetRandomNoteCount(double p2, double p3, double p4 = 0, double p5 = 0, double p6 = 0) protected int GetRandomNoteCount(double p2, double p3, double p4 = 0, double p5 = 0, double p6 = 0)
{ {
if (p2 < 0 || p2 > 1) throw new ArgumentOutOfRangeException(nameof(p2));
if (p3 < 0 || p3 > 1) throw new ArgumentOutOfRangeException(nameof(p3));
if (p4 < 0 || p4 > 1) throw new ArgumentOutOfRangeException(nameof(p4));
if (p5 < 0 || p5 > 1) throw new ArgumentOutOfRangeException(nameof(p5));
if (p6 < 0 || p6 > 1) throw new ArgumentOutOfRangeException(nameof(p6));
double val = Random.NextDouble(); double val = Random.NextDouble();
if (val >= 1 - p6) if (val >= 1 - p6)
return 6; return 6;

View File

@ -32,13 +32,17 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns
/// </summary> /// </summary>
protected readonly Beatmap Beatmap; protected readonly Beatmap Beatmap;
protected PatternGenerator(HitObject hitObject, Beatmap beatmap, Pattern previousPattern) protected PatternGenerator(HitObject hitObject, Beatmap beatmap, int availableColumns, Pattern previousPattern)
{ {
PreviousPattern = previousPattern; if (hitObject == null) throw new ArgumentNullException(nameof(hitObject));
if (beatmap == null) throw new ArgumentNullException(nameof(beatmap));
if (availableColumns <= 0) throw new ArgumentOutOfRangeException(nameof(availableColumns));
if (previousPattern == null) throw new ArgumentNullException(nameof(previousPattern));
HitObject = hitObject; HitObject = hitObject;
Beatmap = beatmap; Beatmap = beatmap;
AvailableColumns = availableColumns;
AvailableColumns = (int)Math.Round(beatmap.BeatmapInfo.Difficulty.CircleSize); PreviousPattern = previousPattern;
} }
/// <summary> /// <summary>

View File

@ -6,6 +6,7 @@ using osu.Game.Rulesets.Beatmaps;
using osu.Game.Rulesets.Mania.Beatmaps; using osu.Game.Rulesets.Mania.Beatmaps;
using osu.Game.Rulesets.Mania.Objects; using osu.Game.Rulesets.Mania.Objects;
using System.Collections.Generic; using System.Collections.Generic;
using System;
namespace osu.Game.Rulesets.Mania namespace osu.Game.Rulesets.Mania
{ {
@ -21,6 +22,6 @@ namespace osu.Game.Rulesets.Mania
return 0; return 0;
} }
protected override BeatmapConverter<ManiaHitObject> CreateBeatmapConverter() => new ManiaBeatmapConverter(); protected override BeatmapConverter<ManiaHitObject> CreateBeatmapConverter() => new ManiaBeatmapConverter(true, (int)Math.Max(1, Math.Round(Beatmap.BeatmapInfo.Difficulty.CircleSize)));
} }
} }

View File

@ -125,6 +125,7 @@ namespace osu.Game.Rulesets.Mania.UI
for (int i = 0; i < columnCount; i++) for (int i = 0; i < columnCount; i++)
{ {
var c = new Column(); var c = new Column();
c.Reversed.BindTo(Reversed);
c.VisibleTimeRange.BindTo(VisibleTimeRange); c.VisibleTimeRange.BindTo(VisibleTimeRange);
columns.Add(c); columns.Add(c);

View File

@ -33,9 +33,10 @@ namespace osu.Game.Rulesets.Mania.UI
public class ManiaRulesetContainer : ScrollingRulesetContainer<ManiaPlayfield, ManiaHitObject, ManiaJudgement> public class ManiaRulesetContainer : ScrollingRulesetContainer<ManiaPlayfield, ManiaHitObject, ManiaJudgement>
{ {
/// <summary> /// <summary>
/// Preferred column count. This will only have an effect during the initialization of the play field. /// The number of columns which the <see cref="ManiaPlayfield"/> should display, and which
/// the beatmap converter will attempt to convert beatmaps to use.
/// </summary> /// </summary>
public int PreferredColumns; private int availableColumns;
public IEnumerable<DrawableBarLine> BarLines; public IEnumerable<DrawableBarLine> BarLines;
@ -76,26 +77,35 @@ namespace osu.Game.Rulesets.Mania.UI
BarLines.ForEach(Playfield.Add); BarLines.ForEach(Playfield.Add);
} }
protected override void ApplyBeatmap() protected sealed override Playfield<ManiaHitObject, ManiaJudgement> CreatePlayfield() => new ManiaPlayfield(availableColumns)
{
base.ApplyBeatmap();
PreferredColumns = (int)Math.Max(1, Math.Round(Beatmap.BeatmapInfo.Difficulty.CircleSize));
}
protected sealed override Playfield<ManiaHitObject, ManiaJudgement> CreatePlayfield() => new ManiaPlayfield(PreferredColumns)
{ {
Anchor = Anchor.Centre, Anchor = Anchor.Centre,
Origin = Anchor.Centre, Origin = Anchor.Centre,
// Invert by default for now (should be moved to config/skin later)
Scale = new Vector2(1, -1)
}; };
public override ScoreProcessor CreateScoreProcessor() => new ManiaScoreProcessor(this); public override ScoreProcessor CreateScoreProcessor() => new ManiaScoreProcessor(this);
public override PassThroughInputManager CreateInputManager() => new ManiaInputManager(Ruleset.RulesetInfo); public override PassThroughInputManager CreateInputManager() => new ManiaInputManager(Ruleset.RulesetInfo);
protected override BeatmapConverter<ManiaHitObject> CreateBeatmapConverter() => new ManiaBeatmapConverter(); protected override BeatmapConverter<ManiaHitObject> CreateBeatmapConverter()
{
if (IsForCurrentRuleset)
availableColumns = (int)Math.Max(1, Math.Round(WorkingBeatmap.BeatmapInfo.Difficulty.CircleSize));
else
{
float percentSliderOrSpinner = (float)WorkingBeatmap.Beatmap.HitObjects.Count(h => h is IHasEndTime) / WorkingBeatmap.Beatmap.HitObjects.Count;
if (percentSliderOrSpinner < 0.2)
availableColumns = 7;
else if (percentSliderOrSpinner < 0.3 || Math.Round(WorkingBeatmap.BeatmapInfo.Difficulty.CircleSize) >= 5)
availableColumns = Math.Round(WorkingBeatmap.BeatmapInfo.Difficulty.OverallDifficulty) > 5 ? 7 : 6;
else if (percentSliderOrSpinner > 0.6)
availableColumns = Math.Round(WorkingBeatmap.BeatmapInfo.Difficulty.OverallDifficulty) > 4 ? 5 : 4;
else
availableColumns = Math.Max(4, Math.Min((int)Math.Round(WorkingBeatmap.BeatmapInfo.Difficulty.OverallDifficulty) + 1, 7));
}
return new ManiaBeatmapConverter(IsForCurrentRuleset, availableColumns);
}
protected override DrawableHitObject<ManiaHitObject, ManiaJudgement> GetVisualRepresentation(ManiaHitObject h) protected override DrawableHitObject<ManiaHitObject, ManiaJudgement> GetVisualRepresentation(ManiaHitObject h)
{ {

View File

@ -39,19 +39,22 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
/// </summary> /// </summary>
private const float taiko_base_distance = 100; private const float taiko_base_distance = 100;
private bool isForCurrentRuleset; private readonly bool isForCurrentRuleset;
protected override IEnumerable<Type> ValidConversionTypes { get; } = new[] { typeof(HitObject) }; protected override IEnumerable<Type> ValidConversionTypes { get; } = new[] { typeof(HitObject) };
protected override Beatmap<TaikoHitObject> ConvertBeatmap(Beatmap original, bool isForCurrentRuleset) public TaikoBeatmapConverter(bool isForCurrentRuleset)
{ {
this.isForCurrentRuleset = isForCurrentRuleset; this.isForCurrentRuleset = isForCurrentRuleset;
}
protected override Beatmap<TaikoHitObject> ConvertBeatmap(Beatmap original)
{
// Rewrite the beatmap info to add the slider velocity multiplier // Rewrite the beatmap info to add the slider velocity multiplier
BeatmapInfo info = original.BeatmapInfo.DeepClone(); BeatmapInfo info = original.BeatmapInfo.DeepClone();
info.Difficulty.SliderMultiplier *= legacy_velocity_multiplier; info.Difficulty.SliderMultiplier *= legacy_velocity_multiplier;
Beatmap<TaikoHitObject> converted = base.ConvertBeatmap(original, isForCurrentRuleset); Beatmap<TaikoHitObject> converted = base.ConvertBeatmap(original);
// Post processing step to transform hit objects with the same start time into strong hits // 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 => converted.HitObjects = converted.HitObjects.GroupBy(t => t.StartTime).Select(x =>

View File

@ -135,6 +135,6 @@ namespace osu.Game.Rulesets.Taiko
return difficulty; return difficulty;
} }
protected override BeatmapConverter<TaikoHitObject> CreateBeatmapConverter() => new TaikoBeatmapConverter(); protected override BeatmapConverter<TaikoHitObject> CreateBeatmapConverter() => new TaikoBeatmapConverter(true);
} }
} }

View File

@ -91,7 +91,7 @@ namespace osu.Game.Rulesets.Taiko.UI
public override ScoreProcessor CreateScoreProcessor() => new TaikoScoreProcessor(this); public override ScoreProcessor CreateScoreProcessor() => new TaikoScoreProcessor(this);
protected override BeatmapConverter<TaikoHitObject> CreateBeatmapConverter() => new TaikoBeatmapConverter(); protected override BeatmapConverter<TaikoHitObject> CreateBeatmapConverter() => new TaikoBeatmapConverter(IsForCurrentRuleset);
public override PassThroughInputManager CreateInputManager() => new TaikoInputManager(Ruleset.RulesetInfo); public override PassThroughInputManager CreateInputManager() => new TaikoInputManager(Ruleset.RulesetInfo);

View File

@ -30,11 +30,15 @@ namespace osu.Game.Beatmaps
public abstract class DifficultyCalculator<T> : DifficultyCalculator where T : HitObject public abstract class DifficultyCalculator<T> : DifficultyCalculator where T : HitObject
{ {
protected readonly Beatmap Beatmap;
protected List<T> Objects; protected List<T> Objects;
protected DifficultyCalculator(Beatmap beatmap) protected DifficultyCalculator(Beatmap beatmap)
{ {
Objects = CreateBeatmapConverter().Convert(beatmap, true).HitObjects; Beatmap = beatmap;
Objects = CreateBeatmapConverter().Convert(beatmap).HitObjects;
foreach (var h in Objects) foreach (var h in Objects)
h.ApplyDefaults(beatmap.ControlPointInfo, beatmap.BeatmapInfo.Difficulty); h.ApplyDefaults(beatmap.ControlPointInfo, beatmap.BeatmapInfo.Difficulty);

View File

@ -26,21 +26,19 @@ namespace osu.Game.Rulesets.Beatmaps
/// Converts a Beatmap using this Beatmap Converter. /// Converts a Beatmap using this Beatmap Converter.
/// </summary> /// </summary>
/// <param name="original">The un-converted Beatmap.</param> /// <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> /// <returns>The converted Beatmap.</returns>
public Beatmap<T> Convert(Beatmap original, bool isForCurrentRuleset) public Beatmap<T> Convert(Beatmap original)
{ {
// We always operate on a clone of the original beatmap, to not modify it game-wide // We always operate on a clone of the original beatmap, to not modify it game-wide
return ConvertBeatmap(new Beatmap(original), isForCurrentRuleset); return ConvertBeatmap(new Beatmap(original));
} }
/// <summary> /// <summary>
/// Performs the conversion of a Beatmap using this Beatmap Converter. /// Performs the conversion of a Beatmap using this Beatmap Converter.
/// </summary> /// </summary>
/// <param name="original">The un-converted Beatmap.</param> /// <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> /// <returns>The converted Beatmap.</returns>
protected virtual Beatmap<T> ConvertBeatmap(Beatmap original, bool isForCurrentRuleset) protected virtual Beatmap<T> ConvertBeatmap(Beatmap original)
{ {
return new Beatmap<T> return new Beatmap<T>
{ {

View File

@ -139,16 +139,30 @@ namespace osu.Game.Rulesets.UI
protected IEnumerable<Mod> Mods; protected IEnumerable<Mod> Mods;
/// <summary> /// <summary>
/// The <see cref="WorkingBeatmap"/> this <see cref="RulesetContainer{TObject}"/> was created with.
/// </summary>
protected readonly WorkingBeatmap WorkingBeatmap;
/// <summary>
/// Whether the specified beatmap is assumed to be specific to the current ruleset.
/// </summary>
protected readonly bool IsForCurrentRuleset;
/// <summary>
/// Whether to assume the beatmap passed into this <see cref="RulesetContainer{TObject}"/> is for the current ruleset.
/// Creates a hit renderer for a beatmap. /// Creates a hit renderer for a beatmap.
/// </summary> /// </summary>
/// <param name="ruleset">The ruleset being repesented.</param> /// <param name="ruleset">The ruleset being repesented.</param>
/// <param name="beatmap">The beatmap to create the hit renderer for.</param> /// <param name="workingBeatmap">The beatmap to create the hit renderer for.</param>
/// <param name="isForCurrentRuleset">Whether to assume the beatmap is for the current ruleset.</param> /// <param name="isForCurrentRuleset">Whether to assume the beatmap is for the current ruleset.</param>
internal RulesetContainer(Ruleset ruleset, WorkingBeatmap beatmap, bool isForCurrentRuleset) : base(ruleset) internal RulesetContainer(Ruleset ruleset, WorkingBeatmap workingBeatmap, bool isForCurrentRuleset)
: base(ruleset)
{ {
Debug.Assert(beatmap != null, "RulesetContainer initialized with a null beatmap."); Debug.Assert(workingBeatmap != null, "RulesetContainer initialized with a null beatmap.");
Mods = beatmap.Mods.Value; WorkingBeatmap = workingBeatmap;
IsForCurrentRuleset = isForCurrentRuleset;
Mods = workingBeatmap.Mods.Value;
RelativeSizeAxes = Axes.Both; RelativeSizeAxes = Axes.Both;
@ -156,11 +170,11 @@ namespace osu.Game.Rulesets.UI
BeatmapProcessor<TObject> processor = CreateBeatmapProcessor(); BeatmapProcessor<TObject> processor = CreateBeatmapProcessor();
// Check if the beatmap can be converted // Check if the beatmap can be converted
if (!converter.CanConvert(beatmap.Beatmap)) if (!converter.CanConvert(workingBeatmap.Beatmap))
throw new BeatmapInvalidForRulesetException($"{nameof(Beatmap)} can not be converted for the current ruleset (converter: {converter})."); throw new BeatmapInvalidForRulesetException($"{nameof(Beatmap)} can not be converted for the current ruleset (converter: {converter}).");
// Convert the beatmap // Convert the beatmap
Beatmap = converter.Convert(beatmap.Beatmap, isForCurrentRuleset); Beatmap = converter.Convert(workingBeatmap.Beatmap);
// Apply difficulty adjustments from mods before using Difficulty. // Apply difficulty adjustments from mods before using Difficulty.
foreach (var mod in Mods.OfType<IApplicableToDifficulty>()) foreach (var mod in Mods.OfType<IApplicableToDifficulty>())
@ -173,8 +187,6 @@ namespace osu.Game.Rulesets.UI
// Post-process the beatmap // Post-process the beatmap
processor.PostProcess(Beatmap); processor.PostProcess(Beatmap);
ApplyBeatmap();
// Add mods, should always be the last thing applied to give full control to mods // Add mods, should always be the last thing applied to give full control to mods
applyMods(Mods); applyMods(Mods);
} }
@ -192,11 +204,6 @@ namespace osu.Game.Rulesets.UI
mod.ApplyToRulesetContainer(this); mod.ApplyToRulesetContainer(this);
} }
/// <summary>
/// Called when the beatmap of this hit renderer has been set. Used to apply any default values from the beatmap.
/// </summary>
protected virtual void ApplyBeatmap() { }
/// <summary> /// <summary>
/// Creates a processor to perform post-processing operations /// Creates a processor to perform post-processing operations
/// on HitObjects in converted Beatmaps. /// on HitObjects in converted Beatmaps.

View File

@ -39,17 +39,6 @@ namespace osu.Game.Rulesets.UI
[BackgroundDependencyLoader] [BackgroundDependencyLoader]
private void load() private void load()
{
DefaultControlPoints.ForEach(c => applySpeedAdjustment(c, Playfield));
}
private void applySpeedAdjustment(MultiplierControlPoint controlPoint, ScrollingPlayfield<TObject, TJudgement> playfield)
{
playfield.HitObjects.AddSpeedAdjustment(CreateSpeedAdjustmentContainer(controlPoint));
playfield.NestedPlayfields.ForEach(p => applySpeedAdjustment(controlPoint, p));
}
protected override void ApplyBeatmap()
{ {
// Calculate default multiplier control points // Calculate default multiplier control points
var lastTimingPoint = new TimingControlPoint(); var lastTimingPoint = new TimingControlPoint();
@ -95,6 +84,14 @@ namespace osu.Game.Rulesets.UI
// If we have no control points, add a default one // If we have no control points, add a default one
if (DefaultControlPoints.Count == 0) if (DefaultControlPoints.Count == 0)
DefaultControlPoints.Add(new MultiplierControlPoint()); DefaultControlPoints.Add(new MultiplierControlPoint());
DefaultControlPoints.ForEach(c => applySpeedAdjustment(c, Playfield));
}
private void applySpeedAdjustment(MultiplierControlPoint controlPoint, ScrollingPlayfield<TObject, TJudgement> playfield)
{
playfield.HitObjects.AddSpeedAdjustment(CreateSpeedAdjustmentContainer(controlPoint));
playfield.NestedPlayfields.ForEach(p => applySpeedAdjustment(controlPoint, p));
} }
/// <summary> /// <summary>