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This is important when using dynamic compiling to rapidly iterate. Until we actually split projects out into pieces (like the abstract ruleset project we have talked about) there is no advantage to using internal in the osu! game code.
74 lines
2.4 KiB
C#
74 lines
2.4 KiB
C#
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Collections.Generic;
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using osu.Framework.Audio.Track;
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using osu.Framework.Graphics.Textures;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.UI;
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namespace osu.Game.Beatmaps
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{
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public class DummyWorkingBeatmap : WorkingBeatmap
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{
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private readonly OsuGameBase game;
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public DummyWorkingBeatmap(OsuGameBase game)
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: base(new BeatmapInfo
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{
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Metadata = new BeatmapMetadata
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{
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Artist = "please load a beatmap!",
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Title = "no beatmaps available!",
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AuthorString = "no one",
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},
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BeatmapSet = new BeatmapSetInfo(),
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BaseDifficulty = new BeatmapDifficulty
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{
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DrainRate = 0,
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CircleSize = 0,
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OverallDifficulty = 0,
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ApproachRate = 0,
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SliderMultiplier = 0,
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SliderTickRate = 0,
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},
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Ruleset = new DummyRulesetInfo()
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})
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{
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this.game = game;
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}
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protected override Beatmap GetBeatmap() => new Beatmap();
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protected override Texture GetBackground() => game.Textures.Get(@"Backgrounds/bg4");
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protected override Track GetTrack() => new TrackVirtual();
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private class DummyRulesetInfo : RulesetInfo
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{
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public override Ruleset CreateInstance() => new DummyRuleset(this);
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private class DummyRuleset : Ruleset
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{
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public override IEnumerable<Mod> GetModsFor(ModType type) => new Mod[] { };
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public override RulesetContainer CreateRulesetContainerWith(WorkingBeatmap beatmap, bool isForCurrentRuleset)
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{
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throw new NotImplementedException();
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}
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public override DifficultyCalculator CreateDifficultyCalculator(Beatmap beatmap, Mod[] mods = null) => null;
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public override string Description => "dummy";
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public DummyRuleset(RulesetInfo rulesetInfo)
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: base(rulesetInfo)
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{
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}
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}
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}
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}
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}
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