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Decouple bar line hitobjects from generator
Introduce an IBarLine interface, which together with generic constraints helps decouple BarLineGenerator from the actual hitobject types it creates. Thanks to this, all rulesets that want bar lines can provide an implementation of IBarLine that also derives from the base hitobject class. This allows DrawableBarLines in taiko and mania to be migrated back to DrawableTaikoHitObject and DrawableManiaHitObject base classes respectively. This in turn resolves #6215 without code duplication, since the missing anchoring application is now done in mania's DrawableBarLine through deriving from DrawableManiaHitObject.
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12
osu.Game.Rulesets.Mania/Objects/BarLine.cs
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12
osu.Game.Rulesets.Mania/Objects/BarLine.cs
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@ -0,0 +1,12 @@
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// 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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using osu.Game.Rulesets.Objects;
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namespace osu.Game.Rulesets.Mania.Objects
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{
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public class BarLine : ManiaHitObject, IBarLine
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{
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public bool Major { get; set; }
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}
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}
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@ -4,7 +4,6 @@
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using osuTK;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Shapes;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osuTK.Graphics;
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@ -14,7 +13,7 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
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/// Visualises a <see cref="BarLine"/>. Although this derives DrawableManiaHitObject,
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/// this does not handle input/sound like a normal hit object.
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/// </summary>
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public class DrawableBarLine : DrawableHitObject<BarLine>
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public class DrawableBarLine : DrawableManiaHitObject<BarLine>
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{
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/// <summary>
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/// Height of major bar line triangles.
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@ -42,7 +42,7 @@ namespace osu.Game.Rulesets.Mania.UI
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public DrawableManiaRuleset(Ruleset ruleset, IWorkingBeatmap beatmap, IReadOnlyList<Mod> mods)
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: base(ruleset, beatmap, mods)
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{
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BarLines = new BarLineGenerator(Beatmap).BarLines;
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BarLines = new BarLineGenerator<BarLine>(Beatmap).BarLines;
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}
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[BackgroundDependencyLoader]
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@ -8,7 +8,6 @@ using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Rulesets.Mania.Beatmaps;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.UI.Scrolling;
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using osuTK;
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12
osu.Game.Rulesets.Taiko/Objects/BarLine.cs
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12
osu.Game.Rulesets.Taiko/Objects/BarLine.cs
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// 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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using osu.Game.Rulesets.Objects;
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namespace osu.Game.Rulesets.Taiko.Objects
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{
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public class BarLine : TaikoHitObject, IBarLine
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{
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public bool Major { get; set; }
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}
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}
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@ -37,7 +37,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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[BackgroundDependencyLoader]
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private void load()
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{
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new BarLineGenerator(Beatmap).BarLines.ForEach(bar => Playfield.Add(bar.Major ? new DrawableBarLineMajor(bar) : new DrawableBarLine(bar)));
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new BarLineGenerator<BarLine>(Beatmap).BarLines.ForEach(bar => Playfield.Add(bar.Major ? new DrawableBarLineMajor(bar) : new DrawableBarLine(bar)));
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}
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public override ScoreProcessor CreateScoreProcessor() => new TaikoScoreProcessor(this);
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@ -1,16 +0,0 @@
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// 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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namespace osu.Game.Rulesets.Objects
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{
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/// <summary>
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/// A hit object representing the end of a bar.
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/// </summary>
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public class BarLine : HitObject
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{
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/// <summary>
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/// Whether this barline is a prominent beat (based on time signature of beatmap).
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/// </summary>
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public bool Major;
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}
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}
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@ -10,12 +10,13 @@ using osu.Game.Rulesets.Objects.Types;
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namespace osu.Game.Rulesets.Objects
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{
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public class BarLineGenerator
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public class BarLineGenerator<TBarLine>
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where TBarLine : class, IBarLine, new()
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{
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/// <summary>
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/// The generated bar lines.
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/// </summary>
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public readonly List<BarLine> BarLines = new List<BarLine>();
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public readonly List<TBarLine> BarLines = new List<TBarLine>();
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/// <summary>
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/// Constructs and generates bar lines for provided beatmap.
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@ -46,7 +47,7 @@ namespace osu.Game.Rulesets.Objects
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for (double t = currentTimingPoint.Time; Precision.DefinitelyBigger(endTime, t); t += barLength, currentBeat++)
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{
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BarLines.Add(new BarLine
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BarLines.Add(new TBarLine
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{
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StartTime = t,
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Major = currentBeat % (int)currentTimingPoint.TimeSignature == 0
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22
osu.Game/Rulesets/Objects/IBarLine.cs
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22
osu.Game/Rulesets/Objects/IBarLine.cs
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// 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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namespace osu.Game.Rulesets.Objects
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{
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/// <summary>
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/// Interface for bar line hitobjects.
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/// Used to decouple bar line generation from ruleset-specific rendering/drawing hierarchies.
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/// </summary>
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public interface IBarLine
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{
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/// <summary>
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/// The time position of the bar.
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/// </summary>
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double StartTime { set; }
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/// <summary>
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/// Whether this bar line is a prominent beat (based on time signature of beatmap).
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/// </summary>
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bool Major { set; }
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}
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}
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