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osu-lazer/osu.Game/GameModes/Play/HitRenderer.cs
Dean Herbert 43f0409893 Start to structure flow of information in Player.
- Allow basic clicking of hitobjects.
- Break non-osu! game modes temporarily.
- Fix some issues with RollingCounters.
- Add the ability to increment counters.
2016-10-19 19:44:03 +09:00

85 lines
2.2 KiB
C#

//Copyright (c) 2007-2016 ppy Pty Ltd <contact@ppy.sh>.
//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Collections.Generic;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Beatmaps.Objects;
using osu.Framework;
using System;
namespace osu.Game.GameModes.Play
{
public abstract class HitRenderer : Container
{
public Action<HitObject> OnHit;
public Action<HitObject> OnMiss;
}
public abstract class HitRenderer<T> : HitRenderer
where T : HitObject
{
private List<T> objects;
public List<HitObject> Objects
{
set
{
objects = Convert(value);
if (IsLoaded)
loadObjects();
}
}
private Playfield playfield;
protected abstract Playfield CreatePlayfield();
protected abstract HitObjectConverter<T> Converter { get; }
protected virtual List<T> Convert(List<HitObject> objects) => Converter.Convert(objects);
public override void Load(BaseGame game)
{
base.Load(game);
RelativeSizeAxes = Axes.Both;
Children = new Drawable[]
{
playfield = CreatePlayfield()
};
loadObjects();
}
private void loadObjects()
{
if (objects == null) return;
foreach (T h in objects)
{
var drawableObject = GetVisualRepresentation(h);
if (drawableObject == null) continue;
drawableObject.OnHit = onHit;
drawableObject.OnMiss = onMiss;
playfield.Add(drawableObject);
}
}
private void onMiss(DrawableHitObject obj)
{
OnMiss?.Invoke(obj.HitObject);
}
private void onHit(DrawableHitObject obj)
{
OnHit?.Invoke(obj.HitObject);
}
protected abstract DrawableHitObject GetVisualRepresentation(T h);
}
}