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# Conflicts: # osu.Game.Rulesets.Mania/UI/Column.cs
93 lines
3.8 KiB
C#
93 lines
3.8 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 System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Beatmaps;
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namespace osu.Game.Rulesets.Beatmaps
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{
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/// <summary>
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/// Converts a Beatmap for another mode.
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/// </summary>
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/// <typeparam name="T">The type of HitObject stored in the Beatmap.</typeparam>
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public abstract class BeatmapConverter<T> where T : HitObject
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{
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/// <summary>
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/// Checks if a Beatmap can be converted using this Beatmap Converter.
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/// </summary>
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/// <param name="beatmap">The Beatmap to check.</param>
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/// <returns>Whether the Beatmap can be converted using this Beatmap Converter.</returns>
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public bool CanConvert(Beatmap beatmap) => ValidConversionTypes.All(t => beatmap.HitObjects.Any(t.IsInstanceOfType));
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/// <summary>
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/// Converts a Beatmap using this Beatmap Converter.
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/// </summary>
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/// <param name="original">The un-converted Beatmap.</param>
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/// <param name="isForCurrentRuleset">Whether to assume the beatmap is for the current ruleset.</param>
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/// <returns>The converted Beatmap.</returns>
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public Beatmap<T> Convert(Beatmap original, bool isForCurrentRuleset)
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{
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// We always operate on a clone of the original beatmap, to not modify it game-wide
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return ConvertBeatmap(new Beatmap(original), isForCurrentRuleset);
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}
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/// <summary>
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/// Performs the conversion of a Beatmap using this Beatmap Converter.
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/// </summary>
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/// <param name="original">The un-converted Beatmap.</param>
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/// <param name="isForCurrentRuleset">Whether to assume the beatmap is for the current ruleset.</param>
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/// <returns>The converted Beatmap.</returns>
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protected virtual Beatmap<T> ConvertBeatmap(Beatmap original, bool isForCurrentRuleset)
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{
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return new Beatmap<T>
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{
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BeatmapInfo = original.BeatmapInfo,
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ControlPointInfo = original.ControlPointInfo,
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HitObjects = original.HitObjects.SelectMany(h => convert(h, original)).ToList()
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};
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}
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/// <summary>
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/// Converts a hit object.
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/// </summary>
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/// <param name="original">The hit object to convert.</param>
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/// <param name="beatmap">The un-converted Beatmap.</param>
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/// <returns>The converted hit object.</returns>
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private IEnumerable<T> convert(HitObject original, Beatmap beatmap)
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{
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// Check if the hitobject is already the converted type
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T tObject = original as T;
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if (tObject != null)
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{
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yield return tObject;
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yield break;
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}
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// Convert the hit object
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foreach (var obj in ConvertHitObject(original, beatmap))
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{
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if (obj == null)
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continue;
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yield return obj;
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}
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}
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/// <summary>
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/// The types of HitObjects that can be converted to be used for this Beatmap.
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/// </summary>
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protected abstract IEnumerable<Type> ValidConversionTypes { get; }
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/// <summary>
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/// Performs the conversion of a hit object.
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/// </summary>
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/// <param name="original">The hit object to convert.</param>
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/// <param name="beatmap">The un-converted Beatmap.</param>
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/// <returns>The converted hit object.</returns>
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protected abstract IEnumerable<T> ConvertHitObject(HitObject original, Beatmap beatmap);
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}
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}
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