// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using osu.Game.Beatmaps; using osu.Game.Replays; using osu.Game.Rulesets.Objects; namespace osu.Game.Rulesets.Replays { public abstract class AutoGenerator : IAutoGenerator { /// /// Creates the auto replay and returns it. /// Every subclass of OsuAutoGeneratorBase should implement this! /// public abstract Replay Generate(); #region Parameters /// /// The beatmap we're making. /// protected IBeatmap Beatmap; #endregion protected AutoGenerator(IBeatmap beatmap) { Beatmap = beatmap; } #region Constants // Shared amongst all modes public const double KEY_UP_DELAY = 50; #endregion protected virtual HitObject GetNextObject(int currentIndex) { if (currentIndex >= Beatmap.HitObjects.Count - 1) return null; return Beatmap.HitObjects[currentIndex + 1]; } } }