mirror of
https://github.com/ppy/osu.git
synced 2024-11-18 09:32:53 +08:00
43 lines
2.2 KiB
C#
43 lines
2.2 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.Collections.Generic;
|
|
using osu.Game.Rulesets.Difficulty.Preprocessing;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour;
|
|
|
|
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
|
|
{
|
|
public class TaikoDifficultyPreprocessor
|
|
{
|
|
/// <summary>
|
|
/// Creates a list of <see cref="TaikoDifficultyHitObject"/>s from a <see cref="IBeatmap"/>s.
|
|
/// This is placed here in a separate class to avoid <see cref="TaikoDifficultyCalculator"/> having to know
|
|
/// too much implementation details of the preprocessing, and avoid <see cref="TaikoDifficultyHitObject"/>
|
|
/// having circular dependencies with various preprocessing and evaluator classes.
|
|
/// </summary>
|
|
/// <param name="beatmap">The beatmap from which the list of <see cref="TaikoDifficultyHitObject"/> is created.</param>
|
|
/// <param name="clockRate">The rate at which the gameplay clock is run at.</param>
|
|
public static List<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
|
|
{
|
|
List<DifficultyHitObject> difficultyHitObjects = new List<DifficultyHitObject>();
|
|
List<TaikoDifficultyHitObject> centreObjects = new List<TaikoDifficultyHitObject>();
|
|
List<TaikoDifficultyHitObject> rimObjects = new List<TaikoDifficultyHitObject>();
|
|
List<TaikoDifficultyHitObject> noteObjects = new List<TaikoDifficultyHitObject>();
|
|
|
|
for (int i = 2; i < beatmap.HitObjects.Count; i++)
|
|
{
|
|
difficultyHitObjects.Add(
|
|
new TaikoDifficultyHitObject(
|
|
beatmap.HitObjects[i], beatmap.HitObjects[i - 1], beatmap.HitObjects[i - 2], clockRate, difficultyHitObjects,
|
|
centreObjects, rimObjects, noteObjects, difficultyHitObjects.Count)
|
|
);
|
|
}
|
|
|
|
TaikoColourDifficultyPreprocessor.ProcessAndAssign(difficultyHitObjects);
|
|
|
|
return difficultyHitObjects;
|
|
}
|
|
}
|
|
}
|