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osu-lazer/osu.Game.Tournament/Models/LadderInfo.cs
Bartłomiej Dach caf5673b68
Revert nullability enables in tournament client
Not trivial to fix right now and I'm not fixing in a 1k-line changeset.
2023-06-24 16:05:19 +02:00

49 lines
1.5 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.
#nullable disable
using System;
using System.Collections.Generic;
using Newtonsoft.Json;
using osu.Framework.Bindables;
using osu.Game.Rulesets;
namespace osu.Game.Tournament.Models
{
/// <summary>
/// Holds the complete data required to operate the tournament system.
/// </summary>
[Serializable]
public class LadderInfo
{
public Bindable<RulesetInfo> Ruleset = new Bindable<RulesetInfo>();
public BindableList<TournamentMatch> Matches = new BindableList<TournamentMatch>();
public BindableList<TournamentRound> Rounds = new BindableList<TournamentRound>();
public BindableList<TournamentTeam> Teams = new BindableList<TournamentTeam>();
// only used for serialisation
public List<TournamentProgression> Progressions = new List<TournamentProgression>();
[JsonIgnore] // updated manually in TournamentGameBase
public Bindable<TournamentMatch> CurrentMatch = new Bindable<TournamentMatch>();
public Bindable<int> ChromaKeyWidth = new BindableInt(1024)
{
MinValue = 640,
MaxValue = 1366,
};
public Bindable<int> PlayersPerTeam = new BindableInt(4)
{
MinValue = 3,
MaxValue = 4,
};
public Bindable<bool> AutoProgressScreens = new BindableBool(true);
public Bindable<bool> SplitMapPoolByMods = new BindableBool(true);
}
}