// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using System.Collections.Generic; using osu.Game.Rulesets.Objects; namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns { /// <summary> /// Generator to create a pattern <see cref="Pattern"/> from a hit object. /// </summary> internal abstract class PatternGenerator { /// <summary> /// The last pattern. /// </summary> protected readonly Pattern PreviousPattern; /// <summary> /// The hit object to create the pattern for. /// </summary> protected readonly HitObject HitObject; /// <summary> /// The beatmap which <see cref="HitObject"/> is a part of. /// </summary> protected readonly ManiaBeatmap Beatmap; protected readonly int TotalColumns; protected PatternGenerator(HitObject hitObject, ManiaBeatmap beatmap, Pattern previousPattern) { if (hitObject == null) throw new ArgumentNullException(nameof(hitObject)); if (beatmap == null) throw new ArgumentNullException(nameof(beatmap)); if (previousPattern == null) throw new ArgumentNullException(nameof(previousPattern)); HitObject = hitObject; Beatmap = beatmap; PreviousPattern = previousPattern; TotalColumns = Beatmap.TotalColumns; } /// <summary> /// Generates the patterns for <see cref="HitObject"/>, each filled with hit objects. /// </summary> /// <returns>The <see cref="Pattern"/>s containing the hit objects.</returns> public abstract IEnumerable<Pattern> Generate(); } }