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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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@ -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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