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0e443b1c47
- Closes https://github.com/ppy/osu/issues/37757 Commit-by-commit reading is recommended. Commits will be split to PRs on request but I consider this to be the minimal viable functional increment. ## Done - This adds a first version of a full storyboard encoder (a66dc406f498e35d4e0c8f2a462e946a9a1aeccc). I expect there to be hiccups due to weird corners of the `.osb` format; this is only intended to be somewhat correct as a start to build upon. Storyboarders are asked to file issues as necessary. - Due to the fact that storyboard definitions can reside both in the `.osu` and the `.osb`, b60698a95c4de1bfeb36fbb159fd5a6028920832 adds the required storage to be able to tell which storyboard element lives where, so that it can be decoded properly later. - In c9d3e04a4135886b5b0943c85f3cc6f4fe99c84c, the storyboard decoder is weaved into the beatmap decoder to handle the `.osu` part of the storyboard, via the `LegacyStoryboardEncoder.Encode{General,Events}ToBeatmap()` methods. For `.osb`s, `LegacyStoryboardEncoder.EncodeStandaloneStoryboard()` is intended, but for now is not used outside tests. - Because of the above, dd1c4e43dc51154cd67860f096712f8b4f229661 removes `Beatmap.UnhandledEventLines` as no longer required. - 26ac417ed98a8937c42e5f52c4e15ef065a48902 adds tests. They are mostly handwritten to ensure basic encode-decode roundtripping. Using existing storyboards is difficult, see "Known issues" section as to why. - 5cc542366db7caac38eb0729260d884905a2c0d5 fixes a bug in the storyboard decoder where the trigger group number was not properly negated on decode (see inline comment reference to relevant stable code). ## Known issues - Any and all variables in the `[Variables]` section are inlined into their usages by `LegacyStoryboardDecoder`, and as such `LegacyStoryboardEncoder` will end up inlining them and discarding the `[Variables]` section. As far as I can tell stable will also do this. - `LegacyStoryboardDecoder` splits all `M` (move) commands into `MX`/`MY` commands. Therefore, `LegacyStoryboardEncoder` will write out things in the same split way. I did not put in effort to attempt to reconcile this, for reasons of part laziness, part not wanting to bloat this already-large diff. - Ordering of storyboard samples on decode may not match the order on decode. I'm crossing fingers this doesn't matter.
545 lines
20 KiB
C#
545 lines
20 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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#nullable disable
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Lists;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Beatmaps.Formats;
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using osu.Game.Beatmaps.Legacy;
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using osu.Game.Beatmaps.Timing;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Skinning;
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using osu.Game.Storyboards;
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namespace osu.Game.Screens.Edit
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{
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public partial class EditorBeatmap : TransactionalCommitComponent, IBeatmap, IBeatSnapProvider
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{
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/// <summary>
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/// Will become <c>true</c> when a new update is queued, and <c>false</c> when all updates have been applied.
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/// </summary>
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/// <remarks>
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/// This is intended to be used to avoid performing operations (like playback of samples)
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/// while mutating hitobjects.
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/// </remarks>
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public IBindable<bool> UpdateInProgress => updateInProgress;
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private readonly BindableBool updateInProgress = new BindableBool();
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/// <summary>
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/// Invoked when a <see cref="HitObject"/> is added to this <see cref="EditorBeatmap"/>.
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/// </summary>
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public event Action<HitObject> HitObjectAdded;
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/// <summary>
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/// Invoked when a <see cref="HitObject"/> is removed from this <see cref="EditorBeatmap"/>.
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/// </summary>
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public event Action<HitObject> HitObjectRemoved;
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/// <summary>
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/// Invoked when a <see cref="HitObject"/> is updated.
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/// </summary>
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public event Action<HitObject> HitObjectUpdated;
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/// <summary>
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/// Invoked after any state changes occurred which triggered a beatmap reprocess via an <see cref="IBeatmapProcessor"/>.
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/// </summary>
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/// <remarks>
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/// Beatmap processing may change the order of hitobjects. This event gives external components a chance to handle any changes
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/// not covered by the <see cref="HitObjectAdded"/> / <see cref="HitObjectUpdated"/> / <see cref="HitObjectRemoved"/> events.
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/// </remarks>
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public event Action BeatmapReprocessed;
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/// <summary>
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/// All currently selected <see cref="HitObject"/>s.
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/// </summary>
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public readonly BindableList<HitObject> SelectedHitObjects = new BindableList<HitObject>();
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/// <summary>
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/// The current placement. Null if there's no active placement.
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/// </summary>
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public readonly Bindable<HitObject> PlacementObject = new Bindable<HitObject>();
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private readonly BeatmapInfo beatmapInfo;
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public readonly IBeatmap PlayableBeatmap;
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/// <summary>
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/// Whether at least one timing control point is present and providing timing information.
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/// </summary>
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public IBindable<bool> HasTiming => hasTiming;
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private readonly Bindable<bool> hasTiming = new Bindable<bool>();
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[CanBeNull]
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public readonly EditorBeatmapSkin BeatmapSkin;
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public readonly Storyboard Storyboard;
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[Resolved]
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private BindableBeatDivisor beatDivisor { get; set; }
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[Resolved]
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private EditorClock editorClock { get; set; }
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public BindableInt PreviewTime { get; }
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private readonly IBeatmapProcessor beatmapProcessor;
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private readonly Dictionary<HitObject, Bindable<double>> startTimeBindables = new Dictionary<HitObject, Bindable<double>>();
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public EditorBeatmap(IBeatmap playableBeatmap, ISkin beatmapSkin = null, Storyboard storyboard = null, BeatmapInfo beatmapInfo = null)
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{
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PlayableBeatmap = playableBeatmap;
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PlayableBeatmap.ControlPointInfo = ConvertControlPoints(PlayableBeatmap.ControlPointInfo);
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this.beatmapInfo = beatmapInfo ?? playableBeatmap.BeatmapInfo;
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if (beatmapSkin is LegacyBeatmapSkin skin)
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BeatmapSkin = new EditorBeatmapSkin(this, skin);
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Storyboard = storyboard ?? new Storyboard();
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Storyboard.Beatmap = this;
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Storyboard.BeatmapInfo = this.beatmapInfo;
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beatmapProcessor = new EditorBeatmapProcessor(this, playableBeatmap.BeatmapInfo.Ruleset.CreateInstance());
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foreach (var obj in HitObjects)
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trackStartTime(obj);
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Breaks = new BindableList<BreakPeriod>(playableBeatmap.Breaks);
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Breaks.BindCollectionChanged((_, _) =>
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{
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playableBeatmap.Breaks.Clear();
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playableBeatmap.Breaks.AddRange(Breaks);
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});
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Bookmarks = new BindableList<int>(playableBeatmap.Bookmarks);
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Bookmarks.BindCollectionChanged((_, _) =>
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{
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BeginChange();
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playableBeatmap.Bookmarks = Bookmarks.OrderBy(x => x).Distinct().ToArray();
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EndChange();
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});
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PreviewTime = new BindableInt(BeatmapInfo.Metadata.PreviewTime);
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PreviewTime.BindValueChanged(s =>
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{
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BeginChange();
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BeatmapInfo.Metadata.PreviewTime = s.NewValue;
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EndChange();
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});
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BeatmapVersion = PlayableBeatmap.BeatmapVersion;
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}
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/// <summary>
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/// Converts a <see cref="ControlPointInfo"/> such that the resultant <see cref="ControlPointInfo"/> is non-legacy.
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/// </summary>
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/// <param name="incoming">The <see cref="ControlPointInfo"/> to convert.</param>
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/// <returns>The non-legacy <see cref="ControlPointInfo"/>. <paramref name="incoming"/> is returned if already non-legacy.</returns>
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public static ControlPointInfo ConvertControlPoints(ControlPointInfo incoming)
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{
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// ensure we are not working with legacy control points.
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// if we leave the legacy points around they will be applied over any local changes on
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// ApplyDefaults calls. this should eventually be removed once the default logic is moved to the decoder/converter.
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if (!(incoming is LegacyControlPointInfo))
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return incoming;
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var newControlPoints = new ControlPointInfo();
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foreach (var controlPoint in incoming.AllControlPoints)
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{
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switch (controlPoint)
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{
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case DifficultyControlPoint:
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case SampleControlPoint:
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// skip legacy types.
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continue;
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default:
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newControlPoints.Add(controlPoint.Time, controlPoint);
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break;
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}
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}
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return newControlPoints;
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}
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public BeatmapInfo BeatmapInfo
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{
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get => beatmapInfo;
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set => throw new InvalidOperationException($"Can't set {nameof(BeatmapInfo)} on {nameof(EditorBeatmap)}");
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}
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public BeatmapMetadata Metadata => beatmapInfo.Metadata;
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public BeatmapDifficulty Difficulty
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{
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get => PlayableBeatmap.Difficulty;
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set => PlayableBeatmap.Difficulty = value;
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}
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public ControlPointInfo ControlPointInfo
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{
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get => PlayableBeatmap.ControlPointInfo;
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set => PlayableBeatmap.ControlPointInfo = value;
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}
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public readonly BindableList<BreakPeriod> Breaks;
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SortedList<BreakPeriod> IBeatmap.Breaks
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{
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get => PlayableBeatmap.Breaks;
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set => PlayableBeatmap.Breaks = value;
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}
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public double TotalBreakTime => PlayableBeatmap.TotalBreakTime;
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public IReadOnlyList<HitObject> HitObjects => PlayableBeatmap.HitObjects;
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public IEnumerable<BeatmapStatistic> GetStatistics() => PlayableBeatmap.GetStatistics();
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public double GetMostCommonBeatLength() => PlayableBeatmap.GetMostCommonBeatLength();
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public double AudioLeadIn
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{
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get => PlayableBeatmap.AudioLeadIn;
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set => PlayableBeatmap.AudioLeadIn = value;
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}
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public float StackLeniency
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{
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get => PlayableBeatmap.StackLeniency;
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set => PlayableBeatmap.StackLeniency = value;
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}
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public bool SpecialStyle
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{
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get => PlayableBeatmap.SpecialStyle;
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set => PlayableBeatmap.SpecialStyle = value;
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}
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public bool LetterboxInBreaks
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{
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get => PlayableBeatmap.LetterboxInBreaks;
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set => PlayableBeatmap.LetterboxInBreaks = value;
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}
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public bool WidescreenStoryboard
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{
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get => PlayableBeatmap.WidescreenStoryboard;
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set => PlayableBeatmap.WidescreenStoryboard = value;
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}
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public bool EpilepsyWarning
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{
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get => PlayableBeatmap.EpilepsyWarning;
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set => PlayableBeatmap.EpilepsyWarning = value;
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}
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public bool SamplesMatchPlaybackRate
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{
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get => PlayableBeatmap.SamplesMatchPlaybackRate;
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set => PlayableBeatmap.SamplesMatchPlaybackRate = value;
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}
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public double DistanceSpacing
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{
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get => PlayableBeatmap.DistanceSpacing;
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set => PlayableBeatmap.DistanceSpacing = value;
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}
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public int GridSize
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{
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get => PlayableBeatmap.GridSize;
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set => PlayableBeatmap.GridSize = value;
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}
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public double TimelineZoom
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{
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get => PlayableBeatmap.TimelineZoom;
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set => PlayableBeatmap.TimelineZoom = value;
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}
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public CountdownType Countdown
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{
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get => PlayableBeatmap.Countdown;
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set => PlayableBeatmap.Countdown = value;
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}
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public int CountdownOffset
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{
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get => PlayableBeatmap.CountdownOffset;
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set => PlayableBeatmap.CountdownOffset = value;
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}
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public readonly BindableList<int> Bookmarks;
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int[] IBeatmap.Bookmarks
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{
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get => PlayableBeatmap.Bookmarks;
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set => PlayableBeatmap.Bookmarks = value;
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}
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public int BeatmapVersion { get; set; }
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public IBeatmap Clone() => (EditorBeatmap)MemberwiseClone();
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private IList mutableHitObjects => (IList)PlayableBeatmap.HitObjects;
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private readonly List<HitObject> batchPendingInserts = new List<HitObject>();
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private readonly List<HitObject> batchPendingDeletes = new List<HitObject>();
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private readonly HashSet<HitObject> batchPendingUpdates = new HashSet<HitObject>();
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/// <summary>
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/// Perform the provided action on every selected hitobject.
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/// Changes will be grouped as one history action.
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/// </summary>
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/// <remarks>
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/// Note that this incurs a full state save, and as such requires the entire beatmap to be encoded, etc.
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/// Very frequent use of this method (e.g. once a frame) is most discouraged.
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/// If there is need to do so, use local precondition checks to eliminate changes that are known to be no-ops.
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/// </remarks>
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/// <param name="action">The action to perform.</param>
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public void PerformOnSelection(Action<HitObject> action)
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{
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if (SelectedHitObjects.Count == 0)
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return;
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BeginChange();
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foreach (var h in SelectedHitObjects)
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{
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action(h);
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Update(h);
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}
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EndChange();
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}
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/// <summary>
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/// Adds a collection of <see cref="HitObject"/>s to this <see cref="EditorBeatmap"/>.
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/// </summary>
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/// <param name="hitObjects">The <see cref="HitObject"/>s to add.</param>
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public void AddRange(IEnumerable<HitObject> hitObjects)
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{
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BeginChange();
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foreach (var h in hitObjects)
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Add(h);
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EndChange();
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}
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/// <summary>
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/// Adds a <see cref="HitObject"/> to this <see cref="EditorBeatmap"/>.
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/// </summary>
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/// <param name="hitObject">The <see cref="HitObject"/> to add.</param>
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public void Add(HitObject hitObject)
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{
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// Preserve existing sorting order in the beatmap
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int insertionIndex = findInsertionIndex(PlayableBeatmap.HitObjects, hitObject.StartTime);
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Insert(insertionIndex + 1, hitObject);
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}
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/// <summary>
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/// Inserts a <see cref="HitObject"/> into this <see cref="EditorBeatmap"/>.
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/// </summary>
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/// <remarks>
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/// It is the invoker's responsibility to make sure that <see cref="HitObject"/> sorting order is maintained.
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/// </remarks>
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/// <param name="index">The index to insert the <see cref="HitObject"/> at.</param>
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/// <param name="hitObject">The <see cref="HitObject"/> to insert.</param>
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public void Insert(int index, HitObject hitObject)
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{
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trackStartTime(hitObject);
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mutableHitObjects.Insert(index, hitObject);
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BeginChange();
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batchPendingInserts.Add(hitObject);
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EndChange();
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}
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/// <summary>
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/// Updates a <see cref="HitObject"/>, invoking <see cref="HitObject.ApplyDefaults"/> and re-processing the beatmap.
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/// </summary>
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/// <param name="hitObject">The <see cref="HitObject"/> to update.</param>
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public void Update([NotNull] HitObject hitObject)
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{
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// updates are debounced regardless of whether a batch is active.
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batchPendingUpdates.Add(hitObject);
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updateInProgress.Value = true;
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}
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/// <summary>
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/// Update all hit objects with potentially changed difficulty or control point data.
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/// </summary>
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public void UpdateAllHitObjects()
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{
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foreach (var h in HitObjects)
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batchPendingUpdates.Add(h);
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updateInProgress.Value = true;
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}
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/// <summary>
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/// Removes a <see cref="HitObject"/> from this <see cref="EditorBeatmap"/>.
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/// </summary>
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/// <param name="hitObject">The <see cref="HitObject"/> to remove.</param>
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/// <returns>True if the <see cref="HitObject"/> has been removed, false otherwise.</returns>
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public bool Remove(HitObject hitObject)
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{
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int index = FindIndex(hitObject);
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if (index == -1)
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return false;
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RemoveAt(index);
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return true;
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}
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/// <summary>
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/// Removes a collection of <see cref="HitObject"/>s to this <see cref="EditorBeatmap"/>.
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/// </summary>
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/// <param name="hitObjects">The <see cref="HitObject"/>s to remove.</param>
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public void RemoveRange(IEnumerable<HitObject> hitObjects)
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{
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BeginChange();
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foreach (var h in hitObjects)
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Remove(h);
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EndChange();
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}
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/// <summary>
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/// Finds the index of a <see cref="HitObject"/> in this <see cref="EditorBeatmap"/>.
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/// </summary>
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/// <param name="hitObject">The <see cref="HitObject"/> to search for.</param>
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/// <returns>The index of <paramref name="hitObject"/>.</returns>
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public int FindIndex(HitObject hitObject) => mutableHitObjects.IndexOf(hitObject);
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/// <summary>
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/// Removes a <see cref="HitObject"/> at an index in this <see cref="EditorBeatmap"/>.
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/// </summary>
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/// <param name="index">The index of the <see cref="HitObject"/> to remove.</param>
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public void RemoveAt(int index)
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{
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HitObject hitObject = (HitObject)mutableHitObjects[index]!;
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mutableHitObjects.RemoveAt(index);
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var bindable = startTimeBindables[hitObject];
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bindable.UnbindAll();
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startTimeBindables.Remove(hitObject);
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BeginChange();
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batchPendingDeletes.Add(hitObject);
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EndChange();
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}
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protected override void Update()
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{
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base.Update();
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if (batchPendingUpdates.Count > 0)
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UpdateState();
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hasTiming.Value = !ReferenceEquals(ControlPointInfo.TimingPointAt(editorClock.CurrentTime), TimingControlPoint.DEFAULT);
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}
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protected override void UpdateState()
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{
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if (batchPendingUpdates.Count == 0 && batchPendingDeletes.Count == 0 && batchPendingInserts.Count == 0)
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return;
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// if the user is doing edits to this beatmaps via this flow, we better bump the beatmap version
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// because the beatmap encoder can only output this specific beatmap version anyway,
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// so *not* bumping it could lead to results that look misleading at best.
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BeatmapVersion = LegacyBeatmapEncoder.FIRST_LAZER_VERSION;
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beatmapProcessor.PreProcess();
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foreach (var h in batchPendingDeletes) processHitObject(h);
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foreach (var h in batchPendingInserts) processHitObject(h);
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foreach (var h in batchPendingUpdates) processHitObject(h);
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beatmapProcessor.PostProcess();
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BeatmapReprocessed?.Invoke();
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// callbacks may modify the lists so let's be safe about it
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var deletes = batchPendingDeletes.ToArray();
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batchPendingDeletes.Clear();
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var inserts = batchPendingInserts.ToArray();
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batchPendingInserts.Clear();
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var updates = batchPendingUpdates.ToArray();
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batchPendingUpdates.Clear();
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foreach (var h in deletes) SelectedHitObjects.Remove(h);
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foreach (var h in deletes) HitObjectRemoved?.Invoke(h);
|
|
foreach (var h in inserts) HitObjectAdded?.Invoke(h);
|
|
foreach (var h in updates) HitObjectUpdated?.Invoke(h);
|
|
|
|
updateInProgress.Value = false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Clears all <see cref="HitObjects"/> from this <see cref="EditorBeatmap"/>.
|
|
/// </summary>
|
|
public void Clear() => RemoveRange(HitObjects.ToArray());
|
|
|
|
private void processHitObject(HitObject hitObject) => hitObject.ApplyDefaults(ControlPointInfo, PlayableBeatmap.Difficulty);
|
|
|
|
private void trackStartTime(HitObject hitObject)
|
|
{
|
|
startTimeBindables[hitObject] = hitObject.StartTimeBindable.GetBoundCopy();
|
|
startTimeBindables[hitObject].ValueChanged += _ =>
|
|
{
|
|
// For now we'll remove and re-add the hitobject. This is not optimal and can be improved if required.
|
|
mutableHitObjects.Remove(hitObject);
|
|
|
|
int insertionIndex = findInsertionIndex(PlayableBeatmap.HitObjects, hitObject.StartTime);
|
|
mutableHitObjects.Insert(insertionIndex + 1, hitObject);
|
|
|
|
Update(hitObject);
|
|
};
|
|
}
|
|
|
|
private int findInsertionIndex(IReadOnlyList<HitObject> list, double startTime)
|
|
{
|
|
for (int i = 0; i < list.Count; i++)
|
|
{
|
|
if (list[i].StartTime > startTime)
|
|
return i - 1;
|
|
}
|
|
|
|
return list.Count - 1;
|
|
}
|
|
|
|
public double SnapTime(double time, double? referenceTime) => ControlPointInfo.GetClosestSnappedTime(time, BeatDivisor, referenceTime);
|
|
|
|
public double GetBeatLengthAtTime(double referenceTime) => ControlPointInfo.TimingPointAt(referenceTime).BeatLength / BeatDivisor;
|
|
|
|
public int BeatDivisor => beatDivisor?.Value ?? 1;
|
|
|
|
protected override void Dispose(bool isDisposing)
|
|
{
|
|
BeatmapSkin?.Dispose();
|
|
base.Dispose(isDisposing);
|
|
}
|
|
}
|
|
}
|