Make ScoreProcessors take generic judgements.

This commit is contained in:
smoogipooo
2017-03-16 12:40:35 +09:00
parent a7ba6bbcfe
commit c82ae011fb
25 changed files with 137 additions and 56 deletions

View File

@ -108,10 +108,13 @@ namespace osu.Game.Screens.Play
});
ruleset = Ruleset.GetRuleset(Beatmap.PlayMode);
hitRenderer = ruleset.CreateHitRendererWith(Beatmap);
scoreProcessor = hitRenderer.CreateScoreProcessor();
hudOverlay = new StandardHudOverlay();
hudOverlay.KeyCounter.Add(ruleset.CreateGameplayKeys());
hudOverlay.BindProcessor(scoreProcessor = ruleset.CreateScoreProcessor(beatmap.HitObjects.Count));
hudOverlay.BindProcessor(scoreProcessor);
pauseOverlay = new PauseOverlay
{
@ -125,7 +128,6 @@ namespace osu.Game.Screens.Play
OnQuit = Exit
};
hitRenderer = ruleset.CreateHitRendererWith(Beatmap);
if (ReplayInputHandler != null)
hitRenderer.InputManager.ReplayInputHandler = ReplayInputHandler;
@ -133,7 +135,6 @@ namespace osu.Game.Screens.Play
hudOverlay.BindHitRenderer(hitRenderer);
//bind HitRenderer to ScoreProcessor and ourselves (for a pass situation)
hitRenderer.OnJudgement += scoreProcessor.AddJudgement;
hitRenderer.OnAllJudged += onPass;
//bind ScoreProcessor to ourselves (for a fail situation)