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02cab41d34
Also makes KeyCounterCollection work with replays.
59 lines
1.9 KiB
C#
59 lines
1.9 KiB
C#
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System.Collections.Generic;
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using osu.Game.Modes.Objects;
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using osu.Game.Modes.UI;
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using System;
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using System.Collections.Concurrent;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics;
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namespace osu.Game.Modes
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{
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public class BeatmapStatistic
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{
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public FontAwesome Icon;
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public string Content;
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public string Name;
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}
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public abstract class Ruleset
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{
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private static ConcurrentDictionary<PlayMode, Type> availableRulesets = new ConcurrentDictionary<PlayMode, Type>();
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public abstract ScoreOverlay CreateScoreOverlay();
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public virtual IEnumerable<BeatmapStatistic> GetBeatmapStatistics(WorkingBeatmap beatmap) => new BeatmapStatistic[] { };
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public abstract IEnumerable<Mod> GetModsFor(ModType type);
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public abstract ScoreProcessor CreateScoreProcessor(int hitObjectCount = 0);
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public abstract HitRenderer CreateHitRendererWith(Beatmap beatmap);
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public abstract HitObjectParser CreateHitObjectParser();
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public abstract DifficultyCalculator CreateDifficultyCalculator(Beatmap beatmap);
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public static void Register(Ruleset ruleset) => availableRulesets.TryAdd(ruleset.PlayMode, ruleset.GetType());
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protected abstract PlayMode PlayMode { get; }
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public virtual FontAwesome Icon => FontAwesome.fa_question_circle;
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public virtual Score CreateAutoplayScore(Beatmap beatmap) => null;
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public static Ruleset GetRuleset(PlayMode mode)
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{
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Type type;
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if (!availableRulesets.TryGetValue(mode, out type))
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return null;
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return Activator.CreateInstance(type) as Ruleset;
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}
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}
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}
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