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Merge pull request #1159 from smoogipooo/mania-key-conversion
Implement mania key conversion for converted beatmaps
This commit is contained in:
commit
bf13618c77
@ -28,12 +28,20 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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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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protected override Beatmap<ManiaHitObject> ConvertBeatmap(Beatmap original, bool isForCurrentRuleset)
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private readonly int availableColumns;
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private readonly bool isForCurrentRuleset;
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public ManiaBeatmapConverter(bool isForCurrentRuleset, int availableColumns)
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{
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this.isForCurrentRuleset = isForCurrentRuleset;
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if (availableColumns <= 0) throw new ArgumentOutOfRangeException(nameof(availableColumns));
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this.isForCurrentRuleset = isForCurrentRuleset;
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this.availableColumns = availableColumns;
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}
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protected override Beatmap<ManiaHitObject> ConvertBeatmap(Beatmap original)
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{
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beatmap = original;
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BeatmapDifficulty difficulty = original.BeatmapInfo.Difficulty;
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@ -41,7 +49,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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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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return base.ConvertBeatmap(original);
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}
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protected override IEnumerable<ManiaHitObject> ConvertHitObject(HitObject original, Beatmap beatmap)
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@ -89,7 +97,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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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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var generator = new SpecificBeatmapPatternGenerator(random, original, beatmap, availableColumns, lastPattern);
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Pattern newPattern = generator.Generate();
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lastPattern = newPattern;
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@ -113,14 +121,14 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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Patterns.PatternGenerator conversion = null;
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if (distanceData != null)
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conversion = new DistanceObjectPatternGenerator(random, original, beatmap, lastPattern);
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conversion = new DistanceObjectPatternGenerator(random, original, beatmap, availableColumns, lastPattern);
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else if (endTimeData != null)
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conversion = new EndTimeObjectPatternGenerator(random, original, beatmap);
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conversion = new EndTimeObjectPatternGenerator(random, original, beatmap, availableColumns);
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else if (positionData != null)
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{
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computeDensity(original.StartTime);
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conversion = new HitObjectPatternGenerator(random, original, beatmap, lastPattern, lastTime, lastPosition, density, lastStair);
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conversion = new HitObjectPatternGenerator(random, original, beatmap, availableColumns, lastPattern, lastTime, lastPosition, density, lastStair);
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recordNote(original.StartTime, positionData.Position);
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}
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@ -142,8 +150,8 @@ namespace osu.Game.Rulesets.Mania.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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public SpecificBeatmapPatternGenerator(FastRandom random, HitObject hitObject, Beatmap beatmap, int availableColumns, Pattern previousPattern)
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: base(random, hitObject, beatmap, availableColumns, previousPattern)
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{
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}
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@ -29,8 +29,8 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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private PatternType convertType;
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public DistanceObjectPatternGenerator(FastRandom random, HitObject hitObject, Beatmap beatmap, Pattern previousPattern)
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: base(random, hitObject, beatmap, previousPattern)
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public DistanceObjectPatternGenerator(FastRandom random, HitObject hitObject, Beatmap beatmap, int availableColumns, Pattern previousPattern)
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: base(random, hitObject, beatmap, availableColumns, previousPattern)
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{
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convertType = PatternType.None;
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if (Beatmap.ControlPointInfo.EffectPointAt(hitObject.StartTime).KiaiMode)
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@ -15,8 +15,8 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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{
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private readonly double endTime;
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public EndTimeObjectPatternGenerator(FastRandom random, HitObject hitObject, Beatmap beatmap)
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: base(random, hitObject, beatmap, new Pattern())
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public EndTimeObjectPatternGenerator(FastRandom random, HitObject hitObject, Beatmap beatmap, int availableColumns)
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: base(random, hitObject, beatmap, availableColumns, new Pattern())
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{
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var endtimeData = HitObject as IHasEndTime;
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@ -20,9 +20,12 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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private readonly PatternType convertType;
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public HitObjectPatternGenerator(FastRandom random, HitObject hitObject, Beatmap beatmap, Pattern previousPattern, double previousTime, Vector2 previousPosition, double density, PatternType lastStair)
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: base(random, hitObject, beatmap, previousPattern)
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public HitObjectPatternGenerator(FastRandom random, HitObject hitObject, Beatmap beatmap, int availableColumns, Pattern previousPattern, double previousTime, Vector2 previousPosition, double density, PatternType lastStair)
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: base(random, hitObject, beatmap, availableColumns, previousPattern)
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{
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if (previousTime > hitObject.StartTime) throw new ArgumentOutOfRangeException(nameof(previousTime));
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if (density < 0) throw new ArgumentOutOfRangeException(nameof(density));
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StairType = lastStair;
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TimingControlPoint timingPoint = beatmap.ControlPointInfo.TimingPointAt(hitObject.StartTime);
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@ -25,11 +25,15 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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/// </summary>
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protected readonly FastRandom Random;
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protected PatternGenerator(FastRandom random, HitObject hitObject, Beatmap beatmap, Pattern previousPattern)
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: base(hitObject, beatmap, previousPattern)
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protected PatternGenerator(FastRandom random, HitObject hitObject, Beatmap beatmap, int availableColumns, Pattern previousPattern)
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: base(hitObject, beatmap, availableColumns, previousPattern)
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{
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Random = random;
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if (random == null) throw new ArgumentNullException(nameof(random));
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if (beatmap == null) throw new ArgumentNullException(nameof(beatmap));
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if (availableColumns <= 0) throw new ArgumentOutOfRangeException(nameof(availableColumns));
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if (previousPattern == null) throw new ArgumentNullException(nameof(previousPattern));
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Random = random;
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RandomStart = AvailableColumns == 8 ? 1 : 0;
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}
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@ -62,6 +66,12 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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/// <returns>The amount of notes to be generated.</returns>
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protected int GetRandomNoteCount(double p2, double p3, double p4 = 0, double p5 = 0, double p6 = 0)
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{
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if (p2 < 0 || p2 > 1) throw new ArgumentOutOfRangeException(nameof(p2));
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if (p3 < 0 || p3 > 1) throw new ArgumentOutOfRangeException(nameof(p3));
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if (p4 < 0 || p4 > 1) throw new ArgumentOutOfRangeException(nameof(p4));
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if (p5 < 0 || p5 > 1) throw new ArgumentOutOfRangeException(nameof(p5));
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if (p6 < 0 || p6 > 1) throw new ArgumentOutOfRangeException(nameof(p6));
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double val = Random.NextDouble();
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if (val >= 1 - p6)
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return 6;
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@ -32,13 +32,17 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns
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/// </summary>
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protected readonly Beatmap Beatmap;
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protected PatternGenerator(HitObject hitObject, Beatmap beatmap, Pattern previousPattern)
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protected PatternGenerator(HitObject hitObject, Beatmap beatmap, int availableColumns, Pattern previousPattern)
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{
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PreviousPattern = previousPattern;
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if (hitObject == null) throw new ArgumentNullException(nameof(hitObject));
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if (beatmap == null) throw new ArgumentNullException(nameof(beatmap));
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if (availableColumns <= 0) throw new ArgumentOutOfRangeException(nameof(availableColumns));
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if (previousPattern == null) throw new ArgumentNullException(nameof(previousPattern));
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HitObject = hitObject;
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Beatmap = beatmap;
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AvailableColumns = (int)Math.Round(beatmap.BeatmapInfo.Difficulty.CircleSize);
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AvailableColumns = availableColumns;
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PreviousPattern = previousPattern;
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}
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/// <summary>
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@ -6,6 +6,7 @@ using osu.Game.Rulesets.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 System.Collections.Generic;
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using System;
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namespace osu.Game.Rulesets.Mania
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{
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@ -21,6 +22,6 @@ namespace osu.Game.Rulesets.Mania
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return 0;
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}
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protected override BeatmapConverter<ManiaHitObject> CreateBeatmapConverter() => new ManiaBeatmapConverter();
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protected override BeatmapConverter<ManiaHitObject> CreateBeatmapConverter() => new ManiaBeatmapConverter(true, (int)Math.Max(1, Math.Round(Beatmap.BeatmapInfo.Difficulty.CircleSize)));
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}
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}
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@ -125,6 +125,7 @@ namespace osu.Game.Rulesets.Mania.UI
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for (int i = 0; i < columnCount; i++)
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{
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var c = new Column();
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c.Reversed.BindTo(Reversed);
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c.VisibleTimeRange.BindTo(VisibleTimeRange);
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columns.Add(c);
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@ -33,9 +33,10 @@ namespace osu.Game.Rulesets.Mania.UI
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public class ManiaRulesetContainer : ScrollingRulesetContainer<ManiaPlayfield, ManiaHitObject, ManiaJudgement>
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{
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/// <summary>
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/// Preferred column count. This will only have an effect during the initialization of the play field.
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/// The number of columns which the <see cref="ManiaPlayfield"/> should display, and which
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/// the beatmap converter will attempt to convert beatmaps to use.
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/// </summary>
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public int PreferredColumns;
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private int availableColumns;
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public IEnumerable<DrawableBarLine> BarLines;
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@ -76,26 +77,35 @@ namespace osu.Game.Rulesets.Mania.UI
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BarLines.ForEach(Playfield.Add);
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}
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protected override void ApplyBeatmap()
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{
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base.ApplyBeatmap();
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PreferredColumns = (int)Math.Max(1, Math.Round(Beatmap.BeatmapInfo.Difficulty.CircleSize));
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}
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protected sealed override Playfield<ManiaHitObject, ManiaJudgement> CreatePlayfield() => new ManiaPlayfield(PreferredColumns)
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protected sealed override Playfield<ManiaHitObject, ManiaJudgement> CreatePlayfield() => new ManiaPlayfield(availableColumns)
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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// Invert by default for now (should be moved to config/skin later)
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Scale = new Vector2(1, -1)
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};
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public override ScoreProcessor CreateScoreProcessor() => new ManiaScoreProcessor(this);
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public override PassThroughInputManager CreateInputManager() => new ManiaInputManager(Ruleset.RulesetInfo);
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protected override BeatmapConverter<ManiaHitObject> CreateBeatmapConverter() => new ManiaBeatmapConverter();
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protected override BeatmapConverter<ManiaHitObject> CreateBeatmapConverter()
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{
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if (IsForCurrentRuleset)
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availableColumns = (int)Math.Max(1, Math.Round(WorkingBeatmap.BeatmapInfo.Difficulty.CircleSize));
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else
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{
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float percentSliderOrSpinner = (float)WorkingBeatmap.Beatmap.HitObjects.Count(h => h is IHasEndTime) / WorkingBeatmap.Beatmap.HitObjects.Count;
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if (percentSliderOrSpinner < 0.2)
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availableColumns = 7;
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else if (percentSliderOrSpinner < 0.3 || Math.Round(WorkingBeatmap.BeatmapInfo.Difficulty.CircleSize) >= 5)
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availableColumns = Math.Round(WorkingBeatmap.BeatmapInfo.Difficulty.OverallDifficulty) > 5 ? 7 : 6;
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else if (percentSliderOrSpinner > 0.6)
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availableColumns = Math.Round(WorkingBeatmap.BeatmapInfo.Difficulty.OverallDifficulty) > 4 ? 5 : 4;
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else
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availableColumns = Math.Max(4, Math.Min((int)Math.Round(WorkingBeatmap.BeatmapInfo.Difficulty.OverallDifficulty) + 1, 7));
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}
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return new ManiaBeatmapConverter(IsForCurrentRuleset, availableColumns);
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}
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protected override DrawableHitObject<ManiaHitObject, ManiaJudgement> GetVisualRepresentation(ManiaHitObject h)
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{
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@ -39,19 +39,22 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
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/// </summary>
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private const float taiko_base_distance = 100;
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private bool isForCurrentRuleset;
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private readonly bool isForCurrentRuleset;
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protected override IEnumerable<Type> ValidConversionTypes { get; } = new[] { typeof(HitObject) };
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protected override Beatmap<TaikoHitObject> ConvertBeatmap(Beatmap original, bool isForCurrentRuleset)
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public TaikoBeatmapConverter(bool isForCurrentRuleset)
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{
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this.isForCurrentRuleset = isForCurrentRuleset;
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}
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protected override Beatmap<TaikoHitObject> ConvertBeatmap(Beatmap original)
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{
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// Rewrite the beatmap info to add the slider velocity multiplier
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BeatmapInfo info = original.BeatmapInfo.DeepClone();
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info.Difficulty.SliderMultiplier *= legacy_velocity_multiplier;
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Beatmap<TaikoHitObject> converted = base.ConvertBeatmap(original, isForCurrentRuleset);
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Beatmap<TaikoHitObject> converted = base.ConvertBeatmap(original);
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// Post processing step to transform hit objects with the same start time into strong hits
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converted.HitObjects = converted.HitObjects.GroupBy(t => t.StartTime).Select(x =>
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@ -135,6 +135,6 @@ namespace osu.Game.Rulesets.Taiko
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return difficulty;
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}
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protected override BeatmapConverter<TaikoHitObject> CreateBeatmapConverter() => new TaikoBeatmapConverter();
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protected override BeatmapConverter<TaikoHitObject> CreateBeatmapConverter() => new TaikoBeatmapConverter(true);
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}
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}
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@ -91,7 +91,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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public override ScoreProcessor CreateScoreProcessor() => new TaikoScoreProcessor(this);
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protected override BeatmapConverter<TaikoHitObject> CreateBeatmapConverter() => new TaikoBeatmapConverter();
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protected override BeatmapConverter<TaikoHitObject> CreateBeatmapConverter() => new TaikoBeatmapConverter(IsForCurrentRuleset);
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public override PassThroughInputManager CreateInputManager() => new TaikoInputManager(Ruleset.RulesetInfo);
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@ -30,11 +30,15 @@ namespace osu.Game.Beatmaps
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public abstract class DifficultyCalculator<T> : DifficultyCalculator where T : HitObject
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{
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protected readonly Beatmap Beatmap;
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protected List<T> Objects;
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protected DifficultyCalculator(Beatmap beatmap)
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{
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Objects = CreateBeatmapConverter().Convert(beatmap, true).HitObjects;
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Beatmap = beatmap;
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Objects = CreateBeatmapConverter().Convert(beatmap).HitObjects;
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foreach (var h in Objects)
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h.ApplyDefaults(beatmap.ControlPointInfo, beatmap.BeatmapInfo.Difficulty);
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@ -26,21 +26,19 @@ namespace osu.Game.Rulesets.Beatmaps
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/// Converts a Beatmap using this Beatmap Converter.
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/// </summary>
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/// <param name="original">The un-converted Beatmap.</param>
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/// <param name="isForCurrentRuleset">Whether to assume the beatmap is for the current ruleset.</param>
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/// <returns>The converted Beatmap.</returns>
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public Beatmap<T> Convert(Beatmap original, bool isForCurrentRuleset)
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public Beatmap<T> Convert(Beatmap original)
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{
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// We always operate on a clone of the original beatmap, to not modify it game-wide
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return ConvertBeatmap(new Beatmap(original), isForCurrentRuleset);
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return ConvertBeatmap(new Beatmap(original));
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}
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/// <summary>
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/// Performs the conversion of a Beatmap using this Beatmap Converter.
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/// </summary>
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/// <param name="original">The un-converted Beatmap.</param>
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/// <param name="isForCurrentRuleset">Whether to assume the beatmap is for the current ruleset.</param>
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/// <returns>The converted Beatmap.</returns>
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protected virtual Beatmap<T> ConvertBeatmap(Beatmap original, bool isForCurrentRuleset)
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protected virtual Beatmap<T> ConvertBeatmap(Beatmap original)
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{
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return new Beatmap<T>
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{
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@ -139,16 +139,30 @@ namespace osu.Game.Rulesets.UI
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protected IEnumerable<Mod> Mods;
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/// <summary>
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/// The <see cref="WorkingBeatmap"/> this <see cref="RulesetContainer{TObject}"/> was created with.
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/// </summary>
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protected readonly WorkingBeatmap WorkingBeatmap;
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/// <summary>
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/// Whether the specified beatmap is assumed to be specific to the current ruleset.
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/// </summary>
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protected readonly bool IsForCurrentRuleset;
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/// <summary>
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/// Whether to assume the beatmap passed into this <see cref="RulesetContainer{TObject}"/> is for the current ruleset.
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/// Creates a hit renderer for a beatmap.
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/// </summary>
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/// <param name="ruleset">The ruleset being repesented.</param>
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/// <param name="beatmap">The beatmap to create the hit renderer for.</param>
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/// <param name="workingBeatmap">The beatmap to create the hit renderer for.</param>
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/// <param name="isForCurrentRuleset">Whether to assume the beatmap is for the current ruleset.</param>
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internal RulesetContainer(Ruleset ruleset, WorkingBeatmap beatmap, bool isForCurrentRuleset) : base(ruleset)
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internal RulesetContainer(Ruleset ruleset, WorkingBeatmap workingBeatmap, bool isForCurrentRuleset)
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: base(ruleset)
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{
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Debug.Assert(beatmap != null, "RulesetContainer initialized with a null beatmap.");
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Debug.Assert(workingBeatmap != null, "RulesetContainer initialized with a null beatmap.");
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Mods = beatmap.Mods.Value;
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WorkingBeatmap = workingBeatmap;
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IsForCurrentRuleset = isForCurrentRuleset;
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Mods = workingBeatmap.Mods.Value;
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RelativeSizeAxes = Axes.Both;
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@ -156,11 +170,11 @@ namespace osu.Game.Rulesets.UI
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BeatmapProcessor<TObject> processor = CreateBeatmapProcessor();
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// Check if the beatmap can be converted
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if (!converter.CanConvert(beatmap.Beatmap))
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if (!converter.CanConvert(workingBeatmap.Beatmap))
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throw new BeatmapInvalidForRulesetException($"{nameof(Beatmap)} can not be converted for the current ruleset (converter: {converter}).");
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// Convert the beatmap
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Beatmap = converter.Convert(beatmap.Beatmap, isForCurrentRuleset);
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Beatmap = converter.Convert(workingBeatmap.Beatmap);
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// Apply difficulty adjustments from mods before using Difficulty.
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foreach (var mod in Mods.OfType<IApplicableToDifficulty>())
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@ -173,8 +187,6 @@ namespace osu.Game.Rulesets.UI
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// Post-process the beatmap
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processor.PostProcess(Beatmap);
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ApplyBeatmap();
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// Add mods, should always be the last thing applied to give full control to mods
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applyMods(Mods);
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}
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@ -192,11 +204,6 @@ namespace osu.Game.Rulesets.UI
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mod.ApplyToRulesetContainer(this);
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}
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/// <summary>
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/// Called when the beatmap of this hit renderer has been set. Used to apply any default values from the beatmap.
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/// </summary>
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protected virtual void ApplyBeatmap() { }
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/// <summary>
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/// Creates a processor to perform post-processing operations
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/// on HitObjects in converted Beatmaps.
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||||
|
@ -39,17 +39,6 @@ namespace osu.Game.Rulesets.UI
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
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
|
||||
var lastTimingPoint = new TimingControlPoint();
|
||||
@ -95,6 +84,14 @@ namespace osu.Game.Rulesets.UI
|
||||
// If we have no control points, add a default one
|
||||
if (DefaultControlPoints.Count == 0)
|
||||
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>
|
||||
|
Loading…
Reference in New Issue
Block a user