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Vocaluxe/Vocaluxe/GameModes/CGameModes.cs
T

99 lines
3.3 KiB
C#

#region license
// This file is part of Vocaluxe.
//
// Vocaluxe is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// Vocaluxe is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with Vocaluxe. If not, see <http://www.gnu.org/licenses/>.
#endregion
using System.Collections.Generic;
using Vocaluxe.Base;
using VocaluxeLib;
using VocaluxeLib.Songs;
namespace Vocaluxe.GameModes
{
static class CGameModes
{
private static Dictionary<EGameMode, IGameMode> _GameModes;
public static void Init()
{
_GameModes = new Dictionary<EGameMode, IGameMode>
{
{EGameMode.TR_GAMEMODE_NORMAL, new CGameModeNormal()},
{EGameMode.TR_GAMEMODE_DUET, new CGameModeDuet()},
{EGameMode.TR_GAMEMODE_SHORTSONG, new CGameModeShort()},
{EGameMode.TR_GAMEMODE_MEDLEY, new CGameModeMedley()}
};
}
public static IGameMode Get(EGameMode gameMode)
{
if (_GameModes == null)
return null;
IGameMode result;
if (!_GameModes.TryGetValue(gameMode, out result))
result = _GameModes[EGameMode.TR_GAMEMODE_NORMAL];
return result;
}
}
class CGameModeNormal : CGameMode
{
protected override CSong _PrepareSong(CSong song)
{
return (song.IsGameModeAvailable(EGameMode.TR_GAMEMODE_NORMAL)) ? song : null;
}
}
class CGameModeDuet : CGameMode
{
protected override CSong _PrepareSong(CSong song)
{
return (song.IsGameModeAvailable(EGameMode.TR_GAMEMODE_DUET)) ? song : null;
}
}
class CGameModeShort : CGameMode
{
protected override CSong _PrepareSong(CSong song)
{
if (!song.IsGameModeAvailable(EGameMode.TR_GAMEMODE_SHORTSONG))
return null;
var newSong = new CSong(song) {Finish = CGame.GetTimeFromBeats(song.ShortEnd.EndBeat, song.BPM) + CSettings.DefaultMedleyFadeOutTime + song.Gap};
// set lines to short mode
newSong.Notes.SetMedley(0, song.ShortEnd.EndBeat);
return newSong;
}
}
class CGameModeMedley : CGameMode
{
protected override CSong _PrepareSong(CSong song)
{
if (!song.IsGameModeAvailable(EGameMode.TR_GAMEMODE_MEDLEY))
return null;
var newSong = new CSong(song) {Start = CGame.GetTimeFromBeats(song.Medley.StartBeat, song.BPM) - song.Medley.FadeInTime + song.Gap};
if (newSong.Start < 0f)
newSong.Start = 0f;
newSong.Finish = CGame.GetTimeFromBeats(song.Medley.EndBeat, song.BPM) + song.Medley.FadeOutTime + song.Gap;
// set lines to medley mode
newSong.Notes.SetMedley(song.Medley.StartBeat, song.Medley.EndBeat);
return newSong;
}
}
}