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Implement co-op keybindings
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0d79d16692
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@ -17,8 +17,10 @@ namespace osu.Game.Rulesets.Mania
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public enum ManiaAction
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public enum ManiaAction
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{
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{
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[Description("Special")]
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[Description("Special 1")]
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Special = 1,
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Special = 1,
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[Description("Special 2")]
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Special2 = 2,
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[Description("Key 1")]
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[Description("Key 1")]
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Key1 = 1000,
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Key1 = 1000,
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@ -37,6 +39,24 @@ namespace osu.Game.Rulesets.Mania
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[Description("Key 8")]
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[Description("Key 8")]
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Key8,
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Key8,
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[Description("Key 9")]
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[Description("Key 9")]
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Key9
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Key9,
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[Description("Key 10")]
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Key10,
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[Description("Key 11")]
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Key11,
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[Description("Key 12")]
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Key12,
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[Description("Key 13")]
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Key13,
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[Description("Key 14")]
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Key14,
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[Description("Key 15")]
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Key15,
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[Description("Key 16")]
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Key16,
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[Description("Key 17")]
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Key17,
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[Description("Key 18")]
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Key18,
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}
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}
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}
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}
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@ -1,12 +1,14 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Mania.Mods;
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using osu.Game.Rulesets.Mania.Mods;
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using osu.Game.Rulesets.Mania.UI;
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using osu.Game.Rulesets.Mania.UI;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.UI;
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using osu.Game.Rulesets.UI;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Bindings;
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using osu.Game.Graphics;
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using osu.Game.Graphics;
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@ -117,42 +119,220 @@ namespace osu.Game.Rulesets.Mania
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{
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{
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}
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}
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public override IEnumerable<int> AvailableVariants => new[] { 1, 2, 3, 4, 5, 6, 7, 8, 9 };
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public override IEnumerable<int> AvailableVariants
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{
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get
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{
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for (int i = 1; i <= 9; i++)
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yield return (int)ManiaVariantType.Solo + i;
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for (int i = 2; i <= 18; i++)
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yield return (int)ManiaVariantType.Coop + i;
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// Todo: Versus mode
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}
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}
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public override IEnumerable<KeyBinding> GetDefaultKeyBindings(int variant = 0)
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public override IEnumerable<KeyBinding> GetDefaultKeyBindings(int variant = 0)
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{
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{
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var leftKeys = new[]
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switch (getVariantType(variant))
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{
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{
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InputKey.A,
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case ManiaVariantType.Solo:
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InputKey.S,
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return new VariantMappingGenerator
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InputKey.D,
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{
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InputKey.F
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LeftKeys = new[]
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};
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{
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InputKey.A,
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InputKey.S,
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InputKey.D,
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InputKey.F
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},
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RightKeys = new[]
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{
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InputKey.J,
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InputKey.K,
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InputKey.L,
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InputKey.Semicolon
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},
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SpecialKey = InputKey.Space,
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SpecialAction = ManiaAction.Special,
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NormalActionStart = ManiaAction.Key1,
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}.GenerateKeyBindingsFor(variant);
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case ManiaVariantType.Coop:
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case ManiaVariantType.Versus:
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getMultiVariantKeyCounts(variant, out int p1K, out int p2K);
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var rightKeys = new[]
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var player1Bindings = new VariantMappingGenerator
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{
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LeftKeys = new[]
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{
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InputKey.Number1,
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InputKey.Number2,
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InputKey.Number3,
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InputKey.Number4,
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},
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RightKeys = new[]
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{
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InputKey.Z,
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InputKey.X,
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InputKey.C,
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InputKey.V
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},
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SpecialKey = InputKey.Tilde,
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SpecialAction = ManiaAction.Special,
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NormalActionStart = ManiaAction.Key1
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}.GenerateKeyBindingsFor(p1K);
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var player2Bindings = new VariantMappingGenerator
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{
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LeftKeys = new[]
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{
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InputKey.Number7,
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InputKey.Number8,
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InputKey.Number9,
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InputKey.Number0
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},
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RightKeys = new[]
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{
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InputKey.O,
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InputKey.P,
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InputKey.BracketLeft,
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InputKey.BracketRight
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},
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SpecialKey = InputKey.BackSlash,
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SpecialAction = ManiaAction.Special2,
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NormalActionStart = ManiaAction.Key10
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}.GenerateKeyBindingsFor(p2K);
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return player1Bindings.Concat(player2Bindings);
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}
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return new KeyBinding[0];
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}
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public override string GetVariantName(int variant)
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{
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switch (getVariantType(variant))
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{
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{
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InputKey.J,
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default:
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InputKey.K,
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case ManiaVariantType.Solo:
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InputKey.L,
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return $"{variant}K";
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InputKey.Semicolon
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case ManiaVariantType.Coop:
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};
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{
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getMultiVariantKeyCounts(variant, out int p1K, out int p2K);
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return $"{p1K}K + {p2K}K";
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}
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case ManiaVariantType.Versus:
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{
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getMultiVariantKeyCounts(variant, out int p1K, out int p2K);
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return $"{p1K}K Vs. {p2K}K";
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}
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}
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}
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ManiaAction currentKey = ManiaAction.Key1;
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/// <summary>
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/// Finds the number of keys for each player in <see cref="ManiaVariantType.Coop"/> or <see cref="ManiaVariantType.Versus"/>.
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/// </summary>
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/// <param name="variant">The variant.</param>
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/// <param name="player1Keys">The number of keys for player 1.</param>
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/// <param name="player2Keys">The number of keys for player 2.</param>
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private void getMultiVariantKeyCounts(int variant, out int player1Keys, out int player2Keys)
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{
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player1Keys = 0;
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player2Keys = 0;
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switch (getVariantType(variant))
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{
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case ManiaVariantType.Coop:
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{
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int totalKeys = variant - (int)ManiaVariantType.Coop;
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player1Keys = (int)Math.Ceiling(totalKeys / 2f);
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player2Keys = (int)Math.Floor(totalKeys / 2f);
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break;
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}
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case ManiaVariantType.Versus:
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{
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int totalKeys = variant - (int)ManiaVariantType.Versus;
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player1Keys = totalKeys;
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player2Keys = totalKeys;
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break;
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}
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}
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}
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/// <summary>
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/// Finds the <see cref="ManiaVariantType"/> that corresponds to a variant value.
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/// </summary>
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/// <param name="variant">The variant value.</param>
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/// <returns>The <see cref="ManiaVariantType"/> that corresponds to <paramref name="variant"/>.</returns>
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private ManiaVariantType getVariantType(int variant)
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{
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return (ManiaVariantType)Enum.GetValues(typeof(ManiaVariantType)).Cast<int>().OrderByDescending(i => i).First(v => variant > v);
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}
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}
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public class VariantMappingGenerator
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{
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/// <summary>
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/// All the <see cref="InputKey"/>s available to the left hand.
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/// </summary>
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public InputKey[] LeftKeys;
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/// <summary>
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/// All the <see cref="InputKey"/>s available to the right hand.
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/// </summary>
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public InputKey[] RightKeys;
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/// <summary>
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/// The <see cref="InputKey"/> for the special key.
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/// </summary>
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public InputKey SpecialKey;
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/// <summary>
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/// The <see cref="ManiaAction"/> at which the normal columns should begin.
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/// </summary>
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public ManiaAction NormalActionStart;
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/// <summary>
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/// The <see cref="ManiaAction"/> for the special column.
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/// </summary>
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public ManiaAction SpecialAction;
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/// <summary>
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/// Generates a list of <see cref="KeyBinding"/>s for a specific number of columns.
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/// </summary>
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/// <param name="columns">The number of columns that need to be bound.</param>
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/// <returns>The keybindings.</returns>
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public IEnumerable<KeyBinding> GenerateKeyBindingsFor(int columns)
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{
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ManiaAction currentNormalAction = NormalActionStart;
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var bindings = new List<KeyBinding>();
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var bindings = new List<KeyBinding>();
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for (int i = leftKeys.Length - variant / 2; i < leftKeys.Length; i++)
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for (int i = LeftKeys.Length - columns / 2; i < LeftKeys.Length; i++)
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bindings.Add(new KeyBinding(leftKeys[i], currentKey++));
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bindings.Add(new KeyBinding(LeftKeys[i], currentNormalAction++));
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for (int i = 0; i < variant / 2; i++)
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for (int i = 0; i < columns / 2; i++)
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bindings.Add(new KeyBinding(rightKeys[i], currentKey++));
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bindings.Add(new KeyBinding(RightKeys[i], currentNormalAction++));
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if (variant % 2 == 1)
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if (columns % 2 == 1)
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bindings.Insert(variant / 2, new KeyBinding(InputKey.Space, ManiaAction.Special));
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bindings.Add(new KeyBinding(SpecialKey, SpecialAction));
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return bindings;
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return bindings;
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}
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}
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}
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public override string GetVariantName(int variant) => $"{variant}K";
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public enum ManiaVariantType
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{
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/// <summary>
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/// Solo play keybinding variant (single stage).
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/// </summary>
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Solo = 0,
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/// <summary>
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/// Co-op play keybinding variant (multiple stages).
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/// </summary>
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Coop = 1000,
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/// <summary>
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/// Versus play keybinding variant (multiple stages).
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/// </summary>
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Versus = 10000
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}
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}
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}
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}
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