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osu-lazer/osu.Game/Beatmaps/ControlPoints/ControlPoint.cs

50 lines
1.7 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;
using osu.Game.Graphics;
using osu.Game.Utils;
using osuTK.Graphics;
namespace osu.Game.Beatmaps.ControlPoints
{
public abstract class ControlPoint : IComparable<ControlPoint>, IDeepCloneable<ControlPoint>
{
/// <summary>
/// The time at which the control point takes effect.
/// </summary>
public double Time => controlPointGroup?.Time ?? 0;
private ControlPointGroup controlPointGroup;
public void AttachGroup(ControlPointGroup pointGroup) => controlPointGroup = pointGroup;
public int CompareTo(ControlPoint other) => Time.CompareTo(other.Time);
public virtual Color4 GetRepresentingColour(OsuColour colours) => colours.Yellow;
/// <summary>
/// Determines whether this <see cref="ControlPoint"/> results in a meaningful change when placed alongside another.
/// </summary>
/// <param name="existing">An existing control point to compare with.</param>
/// <returns>Whether this <see cref="ControlPoint"/> is redundant when placed alongside <paramref name="existing"/>.</returns>
public abstract bool IsRedundant(ControlPoint existing);
/// <summary>
/// Create an unbound copy of this control point.
/// </summary>
public ControlPoint DeepClone()
{
var copy = (ControlPoint)Activator.CreateInstance(GetType());
copy.CopyFrom(this);
return copy;
}
public virtual void CopyFrom(ControlPoint other)
{
}
}
}