mirror of https://github.com/ppy/osu
60 lines
2.0 KiB
C#
60 lines
2.0 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using osu.Game.Beatmaps;
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using osu.Game.Replays.Legacy;
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using osu.Game.Rulesets.Mania.Beatmaps;
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using osu.Game.Rulesets.Replays;
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using osu.Game.Rulesets.Replays.Types;
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namespace osu.Game.Rulesets.Mania.Replays
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{
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public class ManiaReplayFrame : ReplayFrame, IConvertibleReplayFrame
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{
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public List<ManiaAction> Actions = new List<ManiaAction>();
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public ManiaReplayFrame()
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{
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}
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public ManiaReplayFrame(double time, params ManiaAction[] actions)
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: base(time)
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{
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Actions.AddRange(actions);
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}
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public void ConvertFrom(LegacyReplayFrame legacyFrame, IBeatmap beatmap)
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{
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// We don't need to fully convert, just create the converter
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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
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// 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.
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var stage = new StageDefinition { Columns = converter.TargetColumns };
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var normalAction = ManiaAction.Key1;
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var specialAction = ManiaAction.Special1;
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int activeColumns = (int)(legacyFrame.MouseX ?? 0);
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int counter = 0;
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while (activeColumns > 0)
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{
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var isSpecial = stage.IsSpecialColumn(counter);
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if ((activeColumns & 1) > 0)
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Actions.Add(isSpecial ? specialAction : normalAction);
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if (isSpecial)
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specialAction++;
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else
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normalAction++;
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counter++;
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activeColumns >>= 1;
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}
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}
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}
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}
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