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Make availableColumns into a ctor argument.
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@ -95,7 +95,7 @@ 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) { AvailableColumns = availableColumns };
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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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@ -119,14 +119,14 @@ 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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@ -134,8 +134,6 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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if (conversion == null)
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return null;
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conversion.AvailableColumns = availableColumns;
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Pattern newPattern = conversion.Generate();
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lastPattern = newPattern;
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@ -150,8 +148,8 @@ 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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@ -20,8 +20,8 @@ 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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StairType = lastStair;
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@ -25,8 +25,8 @@ 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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@ -14,7 +14,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns
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/// <summary>
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/// The number of columns available to create the pattern.
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/// </summary>
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public int AvailableColumns;
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protected readonly int AvailableColumns;
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/// <summary>
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/// The last pattern.
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@ -31,11 +31,12 @@ 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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HitObject = hitObject;
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Beatmap = beatmap;
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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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