osukey/osu.Game/Beatmaps/BeatmapProcessor.cs
Salman Ahmed 6fb9eb8b33 Move legacy beatmap combo offset to osu! processor
Better suited there, I intiailly wanted the whole legacy interface to reside in `osu.Game.Rulesets.Osu` but it's required in `ConvertHitObjectParser` and that's in the main game project, so had to leave the interface as-is for now.
2021-05-05 14:24:14 +03:00

60 lines
1.6 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Linq;
using osu.Game.Rulesets.Objects.Types;
namespace osu.Game.Beatmaps
{
/// <summary>
/// Provides functionality to alter a <see cref="IBeatmap"/> after it has been converted.
/// </summary>
public class BeatmapProcessor : IBeatmapProcessor
{
public IBeatmap Beatmap { get; }
public BeatmapProcessor(IBeatmap beatmap)
{
Beatmap = beatmap;
}
public virtual void PreProcess()
{
IHasComboInformation lastObj = null;
bool isFirst = true;
foreach (var obj in Beatmap.HitObjects.OfType<IHasComboInformation>())
{
if (isFirst)
{
obj.NewCombo = true;
// first hitobject should always be marked as a new combo for sanity.
isFirst = false;
}
if (obj.NewCombo)
{
obj.IndexInCurrentCombo = 0;
obj.ComboIndex = (lastObj?.ComboIndex ?? 0) + 1;
if (lastObj != null)
lastObj.LastInCombo = true;
}
else if (lastObj != null)
{
obj.IndexInCurrentCombo = lastObj.IndexInCurrentCombo + 1;
obj.ComboIndex = lastObj.ComboIndex;
}
lastObj = obj;
}
}
public virtual void PostProcess()
{
}
}
}