osu/osu.Game/Screens/Play/GameplayState.cs

64 lines
2.1 KiB
C#
Raw Normal View History

2021-10-01 17:22:23 +00:00
// 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.
2021-10-05 05:48:10 +00:00
using System;
2021-10-01 17:22:23 +00:00
using System.Collections.Generic;
using osu.Framework.Bindables;
using osu.Game.Beatmaps;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Mods;
2021-10-04 11:33:54 +00:00
using osu.Game.Scoring;
2021-10-01 17:22:23 +00:00
#nullable enable
namespace osu.Game.Screens.Play
{
2021-10-01 17:28:35 +00:00
/// <summary>
/// The state of an active gameplay session, generally constructed and exposed by <see cref="Player"/>.
/// </summary>
2021-10-01 17:22:23 +00:00
public class GameplayState
{
/// <summary>
/// The final post-convert post-mod-application beatmap.
/// </summary>
public readonly IBeatmap Beatmap;
2021-10-01 17:28:35 +00:00
/// <summary>
/// The ruleset used in gameplay.
/// </summary>
2021-10-01 17:22:23 +00:00
public readonly Ruleset Ruleset;
2021-10-01 17:28:35 +00:00
/// <summary>
/// The mods applied to the gameplay.
/// </summary>
2021-10-04 11:20:24 +00:00
public readonly IReadOnlyList<Mod> Mods;
2021-10-01 17:22:23 +00:00
2021-10-04 11:33:54 +00:00
/// <summary>
/// The gameplay score.
/// </summary>
2021-10-05 05:48:10 +00:00
public readonly Score Score;
2021-10-04 11:33:54 +00:00
2021-10-01 17:28:35 +00:00
/// <summary>
/// A bindable tracking the last judgement result applied to any hit object.
/// </summary>
public IBindable<JudgementResult> LastJudgementResult => lastJudgementResult;
private readonly Bindable<JudgementResult> lastJudgementResult = new Bindable<JudgementResult>();
2021-10-05 05:48:10 +00:00
public GameplayState(IBeatmap beatmap, Ruleset ruleset, IReadOnlyList<Mod>? mods = null, Score? score = null)
2021-10-01 17:22:23 +00:00
{
Beatmap = beatmap;
Ruleset = ruleset;
2021-10-05 05:48:10 +00:00
Score = score ?? new Score();
Mods = mods ?? ArraySegment<Mod>.Empty;
2021-10-01 17:22:23 +00:00
}
2021-10-01 17:28:35 +00:00
/// <summary>
/// Applies the score change of a <see cref="JudgementResult"/> to this <see cref="GameplayState"/>.
/// </summary>
/// <param name="result">The <see cref="JudgementResult"/> to apply.</param>
2021-10-01 17:22:23 +00:00
public void ApplyResult(JudgementResult result) => lastJudgementResult.Value = result;
}
}