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Remove SampleInfoList
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@ -32,7 +32,7 @@ namespace osu.Game.Rulesets.Objects
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/// and can be treated as the default samples for the hit object.
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/// </para>
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/// </summary>
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public SampleInfoList Samples;
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public List<SampleInfo> Samples;
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[JsonIgnore]
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public SampleControlPoint SampleControlPoint;
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@ -22,7 +22,7 @@ namespace osu.Game.Rulesets.Objects.Legacy.Catch
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};
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}
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protected override HitObject CreateSlider(Vector2 position, bool newCombo, List<Vector2> controlPoints, double length, CurveType curveType, int repeatCount, List<SampleInfoList> repeatSamples)
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protected override HitObject CreateSlider(Vector2 position, bool newCombo, List<Vector2> controlPoints, double length, CurveType curveType, int repeatCount, List<List<SampleInfo>> repeatSamples)
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{
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return new ConvertSlider
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{
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@ -127,7 +127,7 @@ namespace osu.Game.Rulesets.Objects.Legacy
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}
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// Generate the final per-node samples
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var nodeSamples = new List<SampleInfoList>(nodes);
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var nodeSamples = new List<List<SampleInfo>>(nodes);
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for (int i = 0; i <= repeatCount; i++)
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nodeSamples.Add(convertSoundType(nodeSoundTypes[i], nodeBankInfos[i]));
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@ -216,7 +216,7 @@ namespace osu.Game.Rulesets.Objects.Legacy
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/// <param name="repeatCount">The slider repeat count.</param>
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/// <param name="repeatSamples">The samples to be played when the repeat nodes are hit. This includes the head and tail of the slider.</param>
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/// <returns>The hit object.</returns>
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protected abstract HitObject CreateSlider(Vector2 position, bool newCombo, List<Vector2> controlPoints, double length, CurveType curveType, int repeatCount, List<SampleInfoList> repeatSamples);
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protected abstract HitObject CreateSlider(Vector2 position, bool newCombo, List<Vector2> controlPoints, double length, CurveType curveType, int repeatCount, List<List<SampleInfo>> repeatSamples);
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/// <summary>
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/// Creates a legacy Spinner-type hit object.
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@ -234,9 +234,9 @@ namespace osu.Game.Rulesets.Objects.Legacy
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/// <param name="endTime">The hold end time.</param>
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protected abstract HitObject CreateHold(Vector2 position, bool newCombo, double endTime);
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private SampleInfoList convertSoundType(LegacySoundType type, SampleBankInfo bankInfo)
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private List<SampleInfo> convertSoundType(LegacySoundType type, SampleBankInfo bankInfo)
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{
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var soundTypes = new SampleInfoList
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var soundTypes = new List<SampleInfo>
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{
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new SampleInfo
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{
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@ -23,7 +23,7 @@ namespace osu.Game.Rulesets.Objects.Legacy
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public double Distance { get; set; }
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public List<SampleInfoList> RepeatSamples { get; set; }
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public List<List<SampleInfo>> RepeatSamples { get; set; }
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public int RepeatCount { get; set; } = 1;
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public double EndTime => StartTime + RepeatCount * Distance / Velocity;
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@ -22,7 +22,7 @@ namespace osu.Game.Rulesets.Objects.Legacy.Mania
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};
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}
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protected override HitObject CreateSlider(Vector2 position, bool newCombo, List<Vector2> controlPoints, double length, CurveType curveType, int repeatCount, List<SampleInfoList> repeatSamples)
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protected override HitObject CreateSlider(Vector2 position, bool newCombo, List<Vector2> controlPoints, double length, CurveType curveType, int repeatCount, List<List<SampleInfo>> repeatSamples)
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{
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return new ConvertSlider
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{
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@ -2,9 +2,9 @@
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using OpenTK;
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using osu.Game.Audio;
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using osu.Game.Rulesets.Objects.Types;
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using System.Collections.Generic;
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using osu.Game.Audio;
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namespace osu.Game.Rulesets.Objects.Legacy.Osu
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{
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@ -22,7 +22,7 @@ namespace osu.Game.Rulesets.Objects.Legacy.Osu
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};
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}
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protected override HitObject CreateSlider(Vector2 position, bool newCombo, List<Vector2> controlPoints, double length, CurveType curveType, int repeatCount, List<SampleInfoList> repeatSamples)
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protected override HitObject CreateSlider(Vector2 position, bool newCombo, List<Vector2> controlPoints, double length, CurveType curveType, int repeatCount, List<List<SampleInfo>> repeatSamples)
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{
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return new ConvertSlider
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{
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@ -2,9 +2,9 @@
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using OpenTK;
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using osu.Game.Audio;
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using osu.Game.Rulesets.Objects.Types;
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using System.Collections.Generic;
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using osu.Game.Audio;
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namespace osu.Game.Rulesets.Objects.Legacy.Taiko
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{
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@ -21,7 +21,7 @@ namespace osu.Game.Rulesets.Objects.Legacy.Taiko
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};
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}
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protected override HitObject CreateSlider(Vector2 position, bool newCombo, List<Vector2> controlPoints, double length, CurveType curveType, int repeatCount, List<SampleInfoList> repeatSamples)
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protected override HitObject CreateSlider(Vector2 position, bool newCombo, List<Vector2> controlPoints, double length, CurveType curveType, int repeatCount, List<List<SampleInfo>> repeatSamples)
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{
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return new ConvertSlider
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{
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@ -19,6 +19,6 @@ namespace osu.Game.Rulesets.Objects.Types
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/// <summary>
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/// The samples to be played when each repeat node is hit (0 -> first repeat node, 1 -> second repeat node, etc).
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/// </summary>
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List<SampleInfoList> RepeatSamples { get; }
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List<List<SampleInfo>> RepeatSamples { get; }
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}
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}
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