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

@ -7,6 +7,7 @@ using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.Textures;
using osu.Framework.Graphics.Transforms;
using OpenTK;
using osu.Game.Modes.Objects.Types;
namespace osu.Game.Modes.Taiko.Objects.Drawable
{
@ -29,8 +30,11 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
{
Texture = textures.Get(@"Menu/logo");
double endTime = (h as IHasEndTime)?.EndTime ?? h.StartTime;
double duration = endTime - h.StartTime;
Transforms.Add(new TransformPositionX { StartTime = h.StartTime - 200, EndTime = h.StartTime, StartValue = 1.1f, EndValue = 0.1f });
Transforms.Add(new TransformAlpha { StartTime = h.StartTime + h.Duration + 200, EndTime = h.StartTime + h.Duration + 400, StartValue = 1, EndValue = 0 });
Transforms.Add(new TransformAlpha { StartTime = h.StartTime + duration + 200, EndTime = h.StartTime + duration + 400, StartValue = 1, EndValue = 0 });
Expire(true);
}
}

View File

@ -1,39 +0,0 @@
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Collections.Generic;
using osu.Game.Modes.Objects;
using osu.Game.Modes.Osu.Objects;
using osu.Game.Beatmaps;
namespace osu.Game.Modes.Taiko.Objects
{
internal class TaikoConverter : HitObjectConverter<TaikoBaseHit>
{
public override List<TaikoBaseHit> Convert(Beatmap beatmap)
{
List<TaikoBaseHit> output = new List<TaikoBaseHit>();
foreach (HitObject i in beatmap.HitObjects)
{
TaikoBaseHit h = i as TaikoBaseHit;
if (h == null)
{
OsuHitObject o = i as OsuHitObject;
if (o == null) throw new HitObjectConvertException(@"Taiko", i);
h = new TaikoBaseHit
{
StartTime = o.StartTime,
};
}
output.Add(h);
}
return output;
}
}
}