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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.
54 lines
1.7 KiB
C#
54 lines
1.7 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 OpenTK;
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using osu.Game.Audio;
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using osu.Game.Rulesets.Objects.Types;
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using System.Collections.Generic;
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namespace osu.Game.Rulesets.Objects.Legacy.Osu
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{
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/// <summary>
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/// A HitObjectParser to parse legacy osu! Beatmaps.
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/// </summary>
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public class ConvertHitObjectParser : Legacy.ConvertHitObjectParser
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{
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protected override HitObject CreateHit(Vector2 position, bool newCombo)
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{
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return new ConvertHit
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{
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Position = position,
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NewCombo = newCombo,
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};
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}
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protected override HitObject CreateSlider(Vector2 position, bool newCombo, List<Vector2> controlPoints, double length, CurveType curveType, int repeatCount, List<SampleInfoList> repeatSamples)
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{
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return new ConvertSlider
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{
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Position = position,
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NewCombo = newCombo,
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ControlPoints = controlPoints,
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Distance = length,
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CurveType = curveType,
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RepeatSamples = repeatSamples,
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RepeatCount = repeatCount
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};
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}
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protected override HitObject CreateSpinner(Vector2 position, double endTime)
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{
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return new ConvertSpinner
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{
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Position = position,
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EndTime = endTime
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};
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}
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protected override HitObject CreateHold(Vector2 position, bool newCombo, double endTime)
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{
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return null;
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}
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}
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}
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