Rework beatmap post-processing into HitRenderer.

This commit is contained in:
smoogipooo
2017-03-14 17:01:21 +09:00
parent 90ad2e9731
commit 7141bc86d3
24 changed files with 144 additions and 87 deletions

View File

@ -19,7 +19,13 @@ namespace osu.Game.Beatmaps
{
public BeatmapInfo BeatmapInfo;
public List<ControlPoint> ControlPoints;
public List<Color4> ComboColors;
public List<Color4> ComboColors = new List<Color4>
{
new Color4(17, 136, 170, 255),
new Color4(102, 136, 0, 255),
new Color4(204, 102, 0, 255),
new Color4(121, 9, 13, 255)
};
public BeatmapMetadata Metadata => BeatmapInfo?.Metadata ?? BeatmapInfo?.BeatmapSet?.Metadata;
@ -34,9 +40,9 @@ namespace osu.Game.Beatmaps
/// <param name="original">The original beatmap to use the parameters of.</param>
public Beatmap(Beatmap original = null)
{
BeatmapInfo = original?.BeatmapInfo;
ControlPoints = original?.ControlPoints;
ComboColors = original?.ComboColors;
BeatmapInfo = original?.BeatmapInfo ?? BeatmapInfo;
ControlPoints = original?.ControlPoints ?? ControlPoints;
ComboColors = original?.ComboColors ?? ComboColors;
}
public double BPMMaximum => 60000 / (ControlPoints?.Where(c => c.BeatLength != 0).OrderBy(c => c.BeatLength).FirstOrDefault() ?? ControlPoint.Default).BeatLength;