Better hit object defaults setting.

This commit is contained in:
smoogipooo
2017-03-16 16:55:08 +09:00
parent 296a3cd1e9
commit 0c47638820
8 changed files with 69 additions and 34 deletions

View File

@ -8,11 +8,6 @@ namespace osu.Game.Modes.Osu.Beatmaps
{
internal class OsuBeatmapProcessor : IBeatmapProcessor<OsuHitObject>
{
public void SetDefaults(OsuHitObject hitObject, Beatmap<OsuHitObject> beatmap)
{
hitObject.SetDefaultsFromBeatmap(beatmap);
}
public void PostProcess(Beatmap<OsuHitObject> beatmap)
{
if (beatmap.ComboColors.Count == 0)

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@ -3,7 +3,6 @@
using osu.Game.Modes.Objects;
using OpenTK;
using osu.Game.Beatmaps;
using osu.Game.Modes.Osu.Objects.Drawables;
using osu.Game.Modes.Objects.Types;
using OpenTK.Graphics;
@ -67,9 +66,11 @@ namespace osu.Game.Modes.Osu.Objects
return OsuScoreResult.Miss;
}
public virtual void SetDefaultsFromBeatmap(Beatmap<OsuHitObject> beatmap)
public override void ApplyDefaults(HitObjectDefaults defaults)
{
Scale = (1.0f - 0.7f * (beatmap.BeatmapInfo.Difficulty.CircleSize - 5) / 5) / 2;
base.ApplyDefaults(defaults);
Scale = (1.0f - 0.7f * (defaults.Difficulty.CircleSize - 5) / 5) / 2;
}
}
}

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@ -2,7 +2,6 @@
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using OpenTK;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.Samples;
using osu.Game.Beatmaps.Timing;
using osu.Game.Modes.Objects.Types;
@ -47,19 +46,17 @@ namespace osu.Game.Modes.Osu.Objects
public double Velocity;
public double TickDistance;
public override void SetDefaultsFromBeatmap(Beatmap<OsuHitObject> beatmap)
public override void ApplyDefaults(HitObjectDefaults defaults)
{
base.SetDefaultsFromBeatmap(beatmap);
var baseDifficulty = beatmap.BeatmapInfo.Difficulty;
base.ApplyDefaults(defaults);
ControlPoint overridePoint;
ControlPoint timingPoint = beatmap.TimingInfo.TimingPointAt(StartTime, out overridePoint);
ControlPoint timingPoint = defaults.Timing.TimingPointAt(StartTime, out overridePoint);
var velocityAdjustment = overridePoint?.VelocityAdjustment ?? 1;
var baseVelocity = 100 * baseDifficulty.SliderMultiplier / velocityAdjustment;
var baseVelocity = 100 * defaults.Difficulty.SliderMultiplier / velocityAdjustment;
Velocity = baseVelocity / timingPoint.BeatLength;
TickDistance = baseVelocity / baseDifficulty.SliderTickRate;
TickDistance = baseVelocity / defaults.Difficulty.SliderTickRate;
}
public IEnumerable<SliderTick> Ticks

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@ -8,17 +8,10 @@ namespace osu.Game.Beatmaps
/// <summary>
/// Processes a post-converted Beatmap.
/// </summary>
/// <typeparam name="T">The type of HitObject contained in the Beatmap.</typeparam>
public interface IBeatmapProcessor<T>
where T : HitObject
/// <typeparam name="TObject">The type of HitObject contained in the Beatmap.</typeparam>
public interface IBeatmapProcessor<TObject>
where TObject : HitObject
{
/// <summary>
/// Sets default values for a HitObject.
/// </summary>
/// <param name="hitObject">The HitObject to set default values for.</param>
/// <param name="beatmap">The Beatmap to extract the default values from.</param>
void SetDefaults(T hitObject, Beatmap<T> beatmap);
/// <summary>
/// Post-processes a Beatmap to add mode-specific components that aren't added during conversion.
/// <para>
@ -26,6 +19,6 @@ namespace osu.Game.Beatmaps
/// </para>
/// </summary>
/// <param name="beatmap">The Beatmap to process.</param>
void PostProcess(Beatmap<T> beatmap);
void PostProcess(Beatmap<TObject> beatmap);
}
}

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@ -22,5 +22,11 @@ namespace osu.Game.Modes.Objects
/// The sample to be played when this HitObject is hit.
/// </summary>
public HitSampleInfo Sample { get; set; }
/// <summary>
/// Applies default values to this HitObject.
/// </summary>
/// <param name="defaults">The default values to apply.</param>
public virtual void ApplyDefaults(HitObjectDefaults defaults) { }
}
}

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@ -0,0 +1,25 @@
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.Timing;
using osu.Game.Database;
namespace osu.Game.Modes.Objects
{
/// <summary>
/// A set of default Beatmap values for HitObjects to consume.
/// </summary>
public class HitObjectDefaults
{
/// <summary>
/// The Beatmap timing.
/// </summary>
public TimingInfo Timing;
/// <summary>
/// The Beatmap difficulty.
/// </summary>
public BaseDifficulty Difficulty;
}
}

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@ -9,6 +9,7 @@ using osu.Game.Modes.Judgements;
using osu.Game.Modes.Mods;
using osu.Game.Modes.Objects;
using osu.Game.Modes.Objects.Drawables;
using osu.Game.Modes.Objects.Types;
using osu.Game.Screens.Play;
using System;
using System.Collections.Generic;
@ -86,16 +87,32 @@ namespace osu.Game.Modes.UI
{
Debug.Assert(beatmap != null, "HitRenderer initialized with a null beatmap.");
// Convert + process the beatmap
Beatmap = CreateBeatmapConverter().Convert(beatmap.Beatmap);
Beatmap.HitObjects.ForEach(h => CreateBeatmapProcessor().SetDefaults(h, Beatmap));
CreateBeatmapProcessor().PostProcess(Beatmap);
applyMods(beatmap.Mods.Value);
RelativeSizeAxes = Axes.Both;
IBeatmapConverter<TObject> converter = CreateBeatmapConverter();
IBeatmapProcessor<TObject> processor = CreateBeatmapProcessor();
// Convert the beatmap
Beatmap = converter.Convert(beatmap.Beatmap);
// Apply defaults
HitObjectDefaults defaults = new HitObjectDefaults
{
Timing = Beatmap.TimingInfo,
Difficulty = Beatmap.BeatmapInfo.BaseDifficulty
};
foreach (var h in Beatmap.HitObjects)
h.ApplyDefaults(defaults);
// Post-process the beatmap
processor.PostProcess(Beatmap);
// Add mods, should always be the last thing applied to give full control to mods
applyMods(beatmap.Mods.Value);
}
/// <summary>
/// Applies the active mods to this HitRenderer.
/// </summary>

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@ -100,6 +100,7 @@
<Compile Include="Modes\Objects\BezierApproximator.cs" />
<Compile Include="Modes\Objects\CircularArcApproximator.cs" />
<Compile Include="Modes\Objects\CurvedHitObject.cs" />
<Compile Include="Modes\Objects\HitObjectDefaults.cs" />
<Compile Include="Modes\Objects\Legacy\LegacyHit.cs" />
<Compile Include="Modes\Objects\LegacyHitObjectParser.cs" />
<Compile Include="Modes\Objects\Legacy\LegacyHold.cs" />