Rework/rewrite beatmap parsing to parse to base hit objects, which mode-specific beatmap converters can then use.

This commit is contained in:
smoogipooo
2017-03-13 19:15:25 +09:00
parent c76a495d3d
commit f50e0bbf3c
58 changed files with 470 additions and 322 deletions

View File

@ -60,7 +60,7 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
Position = s.StackedPosition,
ComboIndex = s.ComboIndex,
Scale = s.Scale,
Colour = s.Colour,
ComboColour = s.ComboColour,
Sample = s.Sample,
}),
};
@ -128,7 +128,7 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
var j = (OsuJudgementInfo)Judgement;
var sc = (OsuJudgementInfo)initialCircle.Judgement;
if (!userTriggered && Time.Current >= HitObject.EndTime)
if (!userTriggered && Time.Current >= slider.EndTime)
{
var ticksCount = ticks.Children.Count() + 1;
var ticksHit = ticks.Children.Count(t => t.Judgement.Result == HitResult.Hit);
@ -165,7 +165,7 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
ball.FadeIn();
Delay(HitObject.Duration, true);
Delay(slider.Duration, true);
body.FadeOut(160);
ball.FadeOut(160);