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Move speed adjustment code from ManiaHitRenderer to SpeedAdjustedHitRenderer.
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@ -250,13 +250,16 @@ namespace osu.Game.Rulesets.UI
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{
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KeyConversionInputManager.Add(Playfield = CreatePlayfield());
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loadObjects();
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LoadObjects();
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if (InputManager?.ReplayInputHandler != null)
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InputManager.ReplayInputHandler.ToScreenSpace = Playfield.ScaledContent.ToScreenSpace;
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}
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private void loadObjects()
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/// <summary>
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/// Creates and adds drawable representations of hit objects to the play field.
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/// </summary>
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protected virtual void LoadObjects()
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{
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drawableObjects.Capacity = Beatmap.HitObjects.Count;
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99
osu.Game/Rulesets/UI/SpeedAdjustedHitRenderer.cs
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99
osu.Game/Rulesets/UI/SpeedAdjustedHitRenderer.cs
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@ -0,0 +1,99 @@
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Lists;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.IO.Serialization;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Timing;
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namespace osu.Game.Rulesets.UI
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{
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/// <summary>
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/// A type of <see cref="HitRenderer{TObject, TJudgement}"/> that supports speed adjustments in some capacity.
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/// </summary>
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public abstract class SpeedAdjustedHitRenderer<TObject, TJudgement> : HitRenderer<TObject, TJudgement>
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where TObject : HitObject
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where TJudgement : Judgement
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{
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protected readonly SortedList<MultiplierControlPoint> DefaultControlPoints = new SortedList<MultiplierControlPoint>(Comparer<MultiplierControlPoint>.Default);
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public SpeedAdjustedHitRenderer(WorkingBeatmap beatmap, bool isForCurrentRuleset)
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: base(beatmap, isForCurrentRuleset)
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{
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}
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protected override void ApplyBeatmap()
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{
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// Calculate default multiplier control points
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var lastTimingPoint = new TimingControlPoint();
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var lastDifficultyPoint = new DifficultyControlPoint();
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// Merge timing + difficulty points
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var allPoints = new SortedList<ControlPoint>(Comparer<ControlPoint>.Default);
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allPoints.AddRange(Beatmap.ControlPointInfo.TimingPoints);
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allPoints.AddRange(Beatmap.ControlPointInfo.DifficultyPoints);
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// Generate the timing points, making non-timing changes use the previous timing change
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var timingChanges = allPoints.Select(c =>
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{
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var timingPoint = c as TimingControlPoint;
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var difficultyPoint = c as DifficultyControlPoint;
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if (timingPoint != null)
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lastTimingPoint = timingPoint;
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if (difficultyPoint != null)
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lastDifficultyPoint = difficultyPoint;
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return new MultiplierControlPoint(c.Time)
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{
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TimingPoint = lastTimingPoint,
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DifficultyPoint = lastDifficultyPoint
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};
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});
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double lastObjectTime = (Objects.LastOrDefault() as IHasEndTime)?.EndTime ?? Objects.LastOrDefault()?.StartTime ?? double.MaxValue;
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// Perform some post processing of the timing changes
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timingChanges = timingChanges
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// Collapse sections after the last hit object
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.Where(s => s.StartTime <= lastObjectTime)
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// Collapse sections with the same start time
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.GroupBy(s => s.StartTime).Select(g => g.Last()).OrderBy(s => s.StartTime)
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// Collapse sections with the same beat length
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.GroupBy(s => s.TimingPoint.BeatLength * s.DifficultyPoint.SpeedMultiplier).Select(g => g.First());
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DefaultControlPoints.AddRange(timingChanges);
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}
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/// <summary>
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/// Generates a control point with the default timing change/difficulty change from the beatmap at a time.
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/// </summary>
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/// <param name="time">The time to create the control point at.</param>
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/// <returns>The <see cref="MultiplierControlPoint"/> at <paramref name="time"/>.</returns>
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public MultiplierControlPoint CreateControlPointAt(double time)
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{
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if (DefaultControlPoints.Count == 0)
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return new MultiplierControlPoint(time);
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int index = DefaultControlPoints.BinarySearch(new MultiplierControlPoint(time));
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if (index < 0)
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return new MultiplierControlPoint(time);
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return new MultiplierControlPoint(time, DefaultControlPoints[index].DeepClone());
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}
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protected override void LoadObjects()
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{
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// We need to add speed adjustments before hit objects are loaded
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ApplySpeedAdjustments();
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base.LoadObjects();
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}
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protected abstract void ApplySpeedAdjustments();
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}
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}
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