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https://github.com/ppy/osu
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a3570e18dd
Here we use `IHasColumn` to support rulesets with columns, and so I moved that interface out into `osu.Game` from `osu.Game.Rulesets.Mania`. We also use the same threshold as the unsnap check to ensure that no problems slip through. Specifically where an object is simultaneously not concurrent and not unsnapped but still on the same tick.
31 lines
872 B
C#
31 lines
872 B
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 osu.Framework.Bindables;
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using osu.Game.Rulesets.Mania.Scoring;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Mania.Objects
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{
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public abstract class ManiaHitObject : HitObject, IHasColumn, IHasXPosition
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{
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public readonly Bindable<int> ColumnBindable = new Bindable<int>();
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public virtual int Column
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{
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get => ColumnBindable.Value;
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set => ColumnBindable.Value = value;
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}
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protected override HitWindows CreateHitWindows() => new ManiaHitWindows();
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#region LegacyBeatmapEncoder
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float IHasXPosition.X => Column;
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#endregion
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}
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}
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