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e1d93a7d9c
Having these be separate implementations sounded awesome at the time, but it only ever led to confusion. There's no practical difference if, for example, catch sees hitobjects with `IHasPosition` instead of `IHasXPosition`.
34 lines
959 B
C#
34 lines
959 B
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 osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Scoring;
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using osuTK;
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namespace osu.Game.Rulesets.Objects.Legacy
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{
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/// <summary>
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/// Represents a legacy hit object.
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/// </summary>
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/// <remarks>
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/// Only used for parsing beatmaps and not gameplay.
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/// </remarks>
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internal abstract class ConvertHitObject : HitObject, IHasCombo, IHasPosition
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{
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public bool NewCombo { get; set; }
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public int ComboOffset { get; set; }
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public float X => Position.X;
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public float Y => Position.Y;
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public Vector2 Position { get; set; }
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public override Judgement CreateJudgement() => new IgnoreJudgement();
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protected override HitWindows CreateHitWindows() => HitWindows.Empty;
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}
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}
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