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osu-lazer/osu.Game/GameModes/Play/Player.cs
Dean Herbert 43f0409893 Start to structure flow of information in Player.
- Allow basic clicking of hitobjects.
- Break non-osu! game modes temporarily.
- Fix some issues with RollingCounters.
- Add the ability to increment counters.
2016-10-19 19:44:03 +09:00

91 lines
2.9 KiB
C#

//Copyright (c) 2007-2016 ppy Pty Ltd <contact@ppy.sh>.
//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Collections.Generic;
using osu.Framework.Graphics;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.Objects;
using osu.Game.GameModes.Backgrounds;
using osu.Game.GameModes.Play.Catch;
using osu.Game.GameModes.Play.Mania;
using osu.Game.GameModes.Play.Osu;
using osu.Game.GameModes.Play.Taiko;
using osu.Framework;
namespace osu.Game.GameModes.Play
{
public class Player : OsuGameMode
{
protected override BackgroundMode CreateBackground() => new BackgroundModeCustom(@"Backgrounds/bg4");
public Beatmap Beatmap;
public PlayMode PlayMode;
public override void Load(BaseGame game)
{
base.Load(game);
Beatmap beatmap = new Beatmap
{
HitObjects = Beatmap?.HitObjects ?? new List<HitObject>()
};
HitRenderer hitRenderer;
ScoreOverlay scoreOverlay;
switch (PlayMode)
{
default:
scoreOverlay = new ScoreOverlayOsu();
hitRenderer = new OsuHitRenderer
{
Objects = beatmap.HitObjects,
Anchor = Anchor.Centre,
Origin = Anchor.Centre
};
break;
case PlayMode.Taiko:
scoreOverlay = null;
hitRenderer = new TaikoHitRenderer
{
Objects = beatmap.HitObjects,
Anchor = Anchor.Centre,
Origin = Anchor.Centre
};
break;
case PlayMode.Catch:
scoreOverlay = null;
hitRenderer = new CatchHitRenderer
{
Objects = beatmap.HitObjects,
Anchor = Anchor.Centre,
Origin = Anchor.Centre
};
break;
case PlayMode.Mania:
scoreOverlay = null;
hitRenderer = new ManiaHitRenderer
{
Objects = beatmap.HitObjects,
Anchor = Anchor.Centre,
Origin = Anchor.Centre
};
break;
}
hitRenderer.OnHit += delegate (HitObject h) { scoreOverlay.OnHit(h); };
hitRenderer.OnMiss += delegate (HitObject h) { scoreOverlay.OnMiss(h); };
Children = new Drawable[]
{
hitRenderer,
scoreOverlay,
};
}
}
}