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This is important when using dynamic compiling to rapidly iterate. Until we actually split projects out into pieces (like the abstract ruleset project we have talked about) there is no advantage to using internal in the osu! game code.
36 lines
1.2 KiB
C#
36 lines
1.2 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 osu.Framework.Allocation;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.Timing;
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using osu.Game.Graphics;
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using osu.Game.Screens.Edit.Components.Timelines.Summary.Visualisations;
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namespace osu.Game.Screens.Edit.Components.Timelines.Summary.Parts
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{
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/// <summary>
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/// The part of the timeline that displays breaks in the song.
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/// </summary>
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public class BreakPart : TimelinePart
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{
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protected override void LoadBeatmap(WorkingBeatmap beatmap)
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{
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base.LoadBeatmap(beatmap);
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foreach (var breakPeriod in beatmap.Beatmap.Breaks)
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Add(new BreakVisualisation(breakPeriod));
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}
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private class BreakVisualisation : DurationVisualisation
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{
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public BreakVisualisation(BreakPeriod breakPeriod)
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: base(breakPeriod.StartTime, breakPeriod.EndTime)
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{
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours) => Colour = colours.Yellow;
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}
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}
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}
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