Use switch pattern matching in more places

Also switch access to many classes to public.

(cherry picked from commit 86cc3b7)
This commit is contained in:
Dean Herbert 2018-01-10 15:37:55 +09:00
parent a36cfd4265
commit 5c79bdc41c
3 changed files with 30 additions and 30 deletions

View File

@ -12,7 +12,7 @@ using OpenTK;
namespace osu.Game.Rulesets.Catch.Beatmaps
{
internal class CatchBeatmapProcessor : BeatmapProcessor<CatchHitObject>
public class CatchBeatmapProcessor : BeatmapProcessor<CatchHitObject>
{
public override void PostProcess(Beatmap<CatchHitObject> beatmap)
{

View File

@ -1,7 +1,6 @@
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Linq;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using OpenTK;
@ -13,7 +12,8 @@ namespace osu.Game.Rulesets.Catch.Objects.Drawable
{
private readonly Container dropletContainer;
public DrawableJuiceStream(JuiceStream s) : base(s)
public DrawableJuiceStream(JuiceStream s)
: base(s)
{
RelativeSizeAxes = Axes.Both;
Origin = Anchor.BottomLeft;
@ -21,22 +21,20 @@ namespace osu.Game.Rulesets.Catch.Objects.Drawable
Child = dropletContainer = new Container { RelativeSizeAxes = Axes.Both, };
foreach (CatchHitObject tick in s.NestedHitObjects.OfType<CatchHitObject>())
foreach (var tick in s.NestedHitObjects)
{
TinyDroplet tiny = tick as TinyDroplet;
if (tiny != null)
switch (tick)
{
AddNested(new DrawableDroplet(tiny) { Scale = new Vector2(0.5f) });
continue;
case TinyDroplet tiny:
AddNested(new DrawableDroplet(tiny) { Scale = new Vector2(0.5f) });
break;
case Droplet droplet:
AddNested(new DrawableDroplet(droplet));
break;
case Fruit fruit:
AddNested(new DrawableFruit(fruit));
break;
}
Droplet droplet = tick as Droplet;
if (droplet != null)
AddNested(new DrawableDroplet(droplet));
Fruit fruit = tick as Fruit;
if (fruit != null)
AddNested(new DrawableFruit(fruit));
}
}

View File

@ -10,7 +10,7 @@ using osu.Game.Rulesets.UI;
namespace osu.Game.Rulesets.Catch.Scoring
{
internal class CatchScoreProcessor : ScoreProcessor<CatchHitObject>
public class CatchScoreProcessor : ScoreProcessor<CatchHitObject>
{
public CatchScoreProcessor(RulesetContainer<CatchHitObject> rulesetContainer)
: base(rulesetContainer)
@ -21,23 +21,25 @@ namespace osu.Game.Rulesets.Catch.Scoring
{
foreach (var obj in beatmap.HitObjects)
{
var stream = obj as JuiceStream;
if (stream != null)
switch (obj)
{
AddJudgement(new CatchJudgement { Result = HitResult.Perfect });
AddJudgement(new CatchJudgement { Result = HitResult.Perfect });
foreach (var unused in stream.NestedHitObjects.OfType<CatchHitObject>())
case JuiceStream stream:
AddJudgement(new CatchJudgement { Result = HitResult.Perfect });
AddJudgement(new CatchJudgement { Result = HitResult.Perfect });
continue;
foreach (var _ in stream.NestedHitObjects.Cast<CatchHitObject>())
AddJudgement(new CatchJudgement { Result = HitResult.Perfect });
break;
case BananaShower shower:
AddJudgement(new CatchJudgement { Result = HitResult.Perfect });
foreach (var _ in shower.NestedHitObjects.Cast<CatchHitObject>())
AddJudgement(new CatchJudgement { Result = HitResult.Perfect });
break;
case Fruit _:
AddJudgement(new CatchJudgement { Result = HitResult.Perfect });
break;
}
var fruit = obj as Fruit;
if (fruit != null)
AddJudgement(new CatchJudgement { Result = HitResult.Perfect });
}
base.SimulateAutoplay(beatmap);