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osu-lazer/osu.Game.Rulesets.Taiko/UI/DrawableTaikoRuleset.cs
Bartłomiej Dach 9323df26a1 Decouple bar line hitobjects from generator
Introduce an IBarLine interface, which together with generic constraints
helps decouple BarLineGenerator from the actual hitobject types it
creates. Thanks to this, all rulesets that want bar lines can provide
an implementation of IBarLine that also derives from the base hitobject
class.

This allows DrawableBarLines in taiko and mania to be migrated back to
DrawableTaikoHitObject and DrawableManiaHitObject base classes
respectively. This in turn resolves #6215 without code duplication,
since the missing anchoring application is now done in mania's
DrawableBarLine through deriving from DrawableManiaHitObject.
2019-09-25 00:36:27 +02:00

74 lines
2.7 KiB
C#

// 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.Collections.Generic;
using osu.Framework.Allocation;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.Taiko.Objects.Drawables;
using osu.Game.Rulesets.Taiko.Scoring;
using osu.Game.Rulesets.UI;
using osu.Game.Rulesets.Taiko.Replays;
using osu.Framework.Input;
using osu.Game.Configuration;
using osu.Game.Input.Handlers;
using osu.Game.Replays;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.UI.Scrolling;
namespace osu.Game.Rulesets.Taiko.UI
{
public class DrawableTaikoRuleset : DrawableScrollingRuleset<TaikoHitObject>
{
protected override ScrollVisualisationMethod VisualisationMethod => ScrollVisualisationMethod.Overlapping;
protected override bool UserScrollSpeedAdjustment => false;
public DrawableTaikoRuleset(Ruleset ruleset, IWorkingBeatmap beatmap, IReadOnlyList<Mod> mods)
: base(ruleset, beatmap, mods)
{
Direction.Value = ScrollingDirection.Left;
TimeRange.Value = 7000;
}
[BackgroundDependencyLoader]
private void load()
{
new BarLineGenerator<BarLine>(Beatmap).BarLines.ForEach(bar => Playfield.Add(bar.Major ? new DrawableBarLineMajor(bar) : new DrawableBarLine(bar)));
}
public override ScoreProcessor CreateScoreProcessor() => new TaikoScoreProcessor(this);
public override PlayfieldAdjustmentContainer CreatePlayfieldAdjustmentContainer() => new TaikoPlayfieldAdjustmentContainer();
protected override PassThroughInputManager CreateInputManager() => new TaikoInputManager(Ruleset.RulesetInfo);
protected override Playfield CreatePlayfield() => new TaikoPlayfield(Beatmap.ControlPointInfo);
public override DrawableHitObject<TaikoHitObject> CreateDrawableRepresentation(TaikoHitObject h)
{
switch (h)
{
case CentreHit centreHit:
return new DrawableCentreHit(centreHit);
case RimHit rimHit:
return new DrawableRimHit(rimHit);
case DrumRoll drumRoll:
return new DrawableDrumRoll(drumRoll);
case Swell swell:
return new DrawableSwell(swell);
}
return null;
}
protected override ReplayInputHandler CreateReplayInputHandler(Replay replay) => new TaikoFramedReplayInputHandler(replay);
}
}