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osu-lazer/osu.Game.Rulesets.Mania/Beatmaps/Patterns/PatternGenerator.cs
smoogipoo 55f0b3c42c Distance object generator should output a secondary pattern
In osu!stable, only the hitobjects which ended at the distance object's EndTime would be considered for further pattern generation.

Previously this generator was group _all_ objects including those that don't end at the object's EndTime, resulting in incorrect hitobject count for further pattern generation.
2018-06-15 22:10:57 +09:00

52 lines
1.7 KiB
C#

// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic;
using osu.Game.Rulesets.Objects;
namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns
{
/// <summary>
/// Generator to create a pattern <see cref="Pattern"/> from a hit object.
/// </summary>
internal abstract class PatternGenerator
{
/// <summary>
/// The last pattern.
/// </summary>
protected readonly Pattern PreviousPattern;
/// <summary>
/// The hit object to create the pattern for.
/// </summary>
protected readonly HitObject HitObject;
/// <summary>
/// The beatmap which <see cref="HitObject"/> is a part of.
/// </summary>
protected readonly ManiaBeatmap Beatmap;
protected readonly int TotalColumns;
protected PatternGenerator(HitObject hitObject, ManiaBeatmap beatmap, Pattern previousPattern)
{
if (hitObject == null) throw new ArgumentNullException(nameof(hitObject));
if (beatmap == null) throw new ArgumentNullException(nameof(beatmap));
if (previousPattern == null) throw new ArgumentNullException(nameof(previousPattern));
HitObject = hitObject;
Beatmap = beatmap;
PreviousPattern = previousPattern;
TotalColumns = Beatmap.TotalColumns;
}
/// <summary>
/// Generates the patterns for <see cref="HitObject"/>, each filled with hit objects.
/// </summary>
/// <returns>The <see cref="Pattern"/>s containing the hit objects.</returns>
public abstract IEnumerable<Pattern> Generate();
}
}