// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using osuTK; using osu.Game.Beatmaps; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Osu.Objects; using System.Collections.Generic; using osu.Game.Rulesets.Objects.Types; using System.Linq; using System.Threading; using osu.Game.Rulesets.Osu.UI; using osu.Framework.Extensions.IEnumerableExtensions; using osu.Game.Beatmaps.Legacy; namespace osu.Game.Rulesets.Osu.Beatmaps { public class OsuBeatmapConverter : BeatmapConverter { public OsuBeatmapConverter(IBeatmap beatmap, Ruleset ruleset) : base(beatmap, ruleset) { } public override bool CanConvert() => Beatmap.HitObjects.All(h => h is IHasPosition); protected override IEnumerable ConvertHitObject(HitObject original, IBeatmap beatmap, CancellationToken cancellationToken) { var positionData = original as IHasPosition; var comboData = original as IHasCombo; var sliderVelocityData = original as IHasSliderVelocity; var generateTicksData = original as IHasGenerateTicks; switch (original) { case IHasPathWithRepeats curveData: return new Slider { StartTime = original.StartTime, Samples = original.Samples, Path = curveData.Path, NodeSamples = curveData.NodeSamples, RepeatCount = curveData.RepeatCount, Position = positionData?.Position ?? Vector2.Zero, NewCombo = comboData?.NewCombo ?? false, ComboOffset = comboData?.ComboOffset ?? 0, // prior to v8, speed multipliers don't adjust for how many ticks are generated over the same distance. // this results in more (or less) ticks being generated in CreateBeatmap() => new OsuBeatmap(); } }