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

@ -46,7 +46,7 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
Alpha = 0,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
DiscColour = s.Colour
DiscColour = s.ComboColour
},
circleContainer = new Container
{
@ -82,7 +82,7 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
if (Progress >= 1)
disc.Complete = true;
if (!userTriggered && Time.Current >= HitObject.EndTime)
if (!userTriggered && Time.Current >= spinner.EndTime)
{
if (Progress >= 1)
{
@ -102,7 +102,7 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
else
{
j.Score = OsuScoreResult.Miss;
if (Time.Current >= HitObject.EndTime)
if (Time.Current >= spinner.EndTime)
j.Result = HitResult.Miss;
}
}
@ -140,7 +140,7 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
base.UpdateState(state);
Delay(HitObject.Duration, true);
Delay(spinner.Duration, true);
FadeOut(160);