osu/osu.Game.Rulesets.Mania/Replays/ManiaReplayFrame.cs

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// 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.
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using System.Collections.Generic;
using osu.Game.Beatmaps;
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using osu.Game.Replays.Legacy;
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using osu.Game.Rulesets.Mania.Beatmaps;
using osu.Game.Rulesets.Replays;
using osu.Game.Rulesets.Replays.Types;
namespace osu.Game.Rulesets.Mania.Replays
{
public class ManiaReplayFrame : ReplayFrame, IConvertibleReplayFrame
{
public List<ManiaAction> Actions = new List<ManiaAction>();
public ManiaReplayFrame()
{
}
public ManiaReplayFrame(double time, params ManiaAction[] actions)
: base(time)
{
Actions.AddRange(actions);
}
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public void ConvertFrom(LegacyReplayFrame legacyFrame, IBeatmap beatmap)
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{
// We don't need to fully convert, just create the converter
var converter = new ManiaBeatmapConverter(beatmap);
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// NB: Via co-op mod, osu-stable can have two stages with floor(col/2) and ceil(col/2) columns. This will need special handling
// elsewhere in the game if we do choose to support the old co-op mod anyway. For now, assume that there is only one stage.
var stage = new StageDefinition { Columns = converter.TargetColumns };
var normalAction = ManiaAction.Key1;
var specialAction = ManiaAction.Special1;
int activeColumns = (int)(legacyFrame.MouseX ?? 0);
int counter = 0;
while (activeColumns > 0)
{
var isSpecial = stage.IsSpecialColumn(counter);
if ((activeColumns & 1) > 0)
Actions.Add(isSpecial ? specialAction : normalAction);
if (isSpecial)
specialAction++;
else
normalAction++;
counter++;
activeColumns >>= 1;
}
}
}
}