Move fail override back to abstract implementation

This commit is contained in:
Dean Herbert 2018-01-12 17:43:56 +09:00
parent 9a77005d2e
commit 7f189080b9
1 changed files with 3 additions and 4 deletions

View File

@ -11,25 +11,24 @@
namespace osu.Game.Rulesets.Mods
{
public class ModAutoplay<T> : ModAutoplay, IApplicableToRulesetContainer<T>, IApplicableFailOverride
public class ModAutoplay<T> : ModAutoplay, IApplicableToRulesetContainer<T>
where T : HitObject
{
protected virtual Score CreateReplayScore(Beatmap<T> beatmap) => new Score { Replay = new Replay() };
public override bool HasImplementation => GetType().GenericTypeArguments.Length == 0;
public bool AllowFail => false;
public virtual void ApplyToRulesetContainer(RulesetContainer<T> rulesetContainer) => rulesetContainer.SetReplay(CreateReplayScore(rulesetContainer.Beatmap)?.Replay);
}
public abstract class ModAutoplay : Mod
public abstract class ModAutoplay : Mod, IApplicableFailOverride
{
public override string Name => "Autoplay";
public override string ShortenedName => "AT";
public override FontAwesome Icon => FontAwesome.fa_osu_mod_auto;
public override string Description => "Watch a perfect automated play through the song";
public override double ScoreMultiplier => 0;
public bool AllowFail => false;
public override Type[] IncompatibleMods => new[] { typeof(ModRelax), typeof(ModSuddenDeath), typeof(ModNoFail) };
}
}