osu/osu.Game.Rulesets.Mania/Beatmaps/Patterns/PatternGenerator.cs

52 lines
1.7 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Objects;
namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns
{
/// <summary>
/// Generator to create a pattern <see cref="Pattern"/> from a hit object.
/// </summary>
internal abstract class PatternGenerator
{
/// <summary>
/// The last pattern.
/// </summary>
protected readonly Pattern PreviousPattern;
/// <summary>
/// The hit object to create the pattern for.
/// </summary>
protected readonly HitObject HitObject;
/// <summary>
/// The beatmap which <see cref="HitObject"/> is a part of.
/// </summary>
protected readonly IBeatmap Beatmap;
protected readonly int TotalColumns;
protected PatternGenerator(HitObject hitObject, IBeatmap beatmap, int totalColumns, Pattern previousPattern)
{
ArgumentNullException.ThrowIfNull(hitObject);
ArgumentNullException.ThrowIfNull(beatmap);
ArgumentNullException.ThrowIfNull(previousPattern);
HitObject = hitObject;
Beatmap = beatmap;
PreviousPattern = previousPattern;
TotalColumns = totalColumns;
}
/// <summary>
/// Generates the patterns for <see cref="HitObject"/>, each filled with hit objects.
/// </summary>
/// <returns>The <see cref="Pattern"/>s containing the hit objects.</returns>
public abstract IEnumerable<Pattern> Generate();
}
}