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osu-lazer/osu.Game.Rulesets.Osu/UI/DrawableOsuRuleset.cs
2019-12-12 15:58:11 +09:00

77 lines
2.6 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 System.Collections.Generic;
using System.Linq;
using osu.Framework.Input;
using osu.Game.Beatmaps;
using osu.Game.Input.Handlers;
using osu.Game.Replays;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Configuration;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Rulesets.Osu.Replays;
using osu.Game.Rulesets.Osu.Scoring;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.UI;
using osu.Game.Screens.Play;
using osuTK;
namespace osu.Game.Rulesets.Osu.UI
{
public class DrawableOsuRuleset : DrawableRuleset<OsuHitObject>
{
protected new OsuRulesetConfigManager Config => (OsuRulesetConfigManager)base.Config;
public DrawableOsuRuleset(Ruleset ruleset, IBeatmap beatmap, IReadOnlyList<Mod> mods = null)
: base(ruleset, beatmap, mods)
{
}
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true; // always show the gameplay cursor
public override ScoreProcessor CreateScoreProcessor() => new OsuScoreProcessor(Beatmap);
protected override Playfield CreatePlayfield() => new OsuPlayfield();
protected override PassThroughInputManager CreateInputManager() => new OsuInputManager(Ruleset.RulesetInfo);
public override PlayfieldAdjustmentContainer CreatePlayfieldAdjustmentContainer() => new OsuPlayfieldAdjustmentContainer();
protected override ResumeOverlay CreateResumeOverlay() => new OsuResumeOverlay();
public override DrawableHitObject<OsuHitObject> CreateDrawableRepresentation(OsuHitObject h)
{
switch (h)
{
case HitCircle circle:
return new DrawableHitCircle(circle);
case Slider slider:
return new DrawableSlider(slider);
case Spinner spinner:
return new DrawableSpinner(spinner);
}
return null;
}
protected override ReplayInputHandler CreateReplayInputHandler(Replay replay) => new OsuFramedReplayInputHandler(replay);
public override double GameplayStartTime
{
get
{
if (Objects.FirstOrDefault() is OsuHitObject first)
return first.StartTime - Math.Max(2000, first.TimePreempt);
return 0;
}
}
}
}