1
0
mirror of https://github.com/ppy/osu.git synced 2024-12-15 21:43:21 +08:00
osu-lazer/osu.Game/Rulesets/Mods/ModAutoplay.cs
2019-03-27 19:29:27 +09:00

37 lines
1.5 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;
using osu.Framework.Graphics.Sprites;
using osu.Game.Beatmaps;
using osu.Game.Graphics;
using osu.Game.Replays;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.UI;
using osu.Game.Scoring;
namespace osu.Game.Rulesets.Mods
{
public abstract class ModAutoplay<T> : ModAutoplay, IApplicableToDrawableRuleset<T>
where T : HitObject
{
public virtual void ApplyToDrawableRuleset(DrawableRuleset<T> drawableRuleset) => drawableRuleset.SetReplayScore(CreateReplayScore(drawableRuleset.Beatmap));
}
public abstract class ModAutoplay : Mod, IApplicableFailOverride
{
public override string Name => "Autoplay";
public override string Acronym => "AT";
public override IconUsage Icon => OsuIcon.ModAuto;
public override ModType Type => ModType.Automation;
public override string Description => "Watch a perfect automated play through the song.";
public override double ScoreMultiplier => 1;
public bool AllowFail => false;
public override Type[] IncompatibleMods => new[] { typeof(ModRelax), typeof(ModSuddenDeath), typeof(ModNoFail) };
public override bool HasImplementation => GetType().GenericTypeArguments.Length == 0;
public virtual Score CreateReplayScore(IBeatmap beatmap) => new Score { Replay = new Replay() };
}
}