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60 lines
1.7 KiB
C#
60 lines
1.7 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Linq;
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using osu.Game.Rulesets.Objects.Types;
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namespace osu.Game.Beatmaps
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{
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/// <summary>
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/// Provides functionality to alter a <see cref="IBeatmap"/> after it has been converted.
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/// </summary>
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public class BeatmapProcessor : IBeatmapProcessor
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{
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public IBeatmap Beatmap { get; }
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public BeatmapProcessor(IBeatmap beatmap)
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{
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Beatmap = beatmap;
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}
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public virtual void PreProcess()
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{
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IHasComboInformation lastObj = null;
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bool isFirst = true;
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foreach (var obj in Beatmap.HitObjects.OfType<IHasComboInformation>())
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{
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if (isFirst)
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{
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obj.NewCombo = true;
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// first hitobject should always be marked as a new combo for sanity.
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isFirst = false;
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}
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obj.ComboIndex = lastObj?.ComboIndex ?? 0;
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obj.ComboIndexWithOffsets = lastObj?.ComboIndexWithOffsets ?? 0;
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obj.IndexInCurrentCombo = (lastObj?.IndexInCurrentCombo + 1) ?? 0;
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if (obj.NewCombo)
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{
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obj.IndexInCurrentCombo = 0;
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obj.ComboIndex++;
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obj.ComboIndexWithOffsets += obj.ComboOffset + 1;
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if (lastObj != null)
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lastObj.LastInCombo = true;
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}
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lastObj = obj;
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}
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}
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public virtual void PostProcess()
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{
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}
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}
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}
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