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// 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.
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using System.Collections.Generic ;
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using JetBrains.Annotations ;
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using Newtonsoft.Json ;
using osu.Game.Audio ;
using osu.Game.Beatmaps ;
using osu.Game.Beatmaps.ControlPoints ;
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using osu.Game.Rulesets.Judgements ;
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using osu.Game.Rulesets.Objects.Types ;
namespace osu.Game.Rulesets.Objects
{
/// <summary>
/// A HitObject describes an object in a Beatmap.
/// <para>
/// HitObjects may contain more properties for which you should be checking through the IHas* types.
/// </para>
/// </summary>
public class HitObject
{
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/// <summary>
/// A small adjustment to the start time of control points to account for rounding/precision errors.
/// </summary>
private const double control_point_leniency = 1 ;
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/// <summary>
/// The time at which the HitObject starts.
/// </summary>
public virtual double StartTime { get ; set ; }
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private List < HitSampleInfo > samples ;
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/// <summary>
/// The samples to be played when this hit object is hit.
/// <para>
/// In the case of <see cref="IHasRepeats"/> types, this is the sample of the curve body
/// and can be treated as the default samples for the hit object.
/// </para>
/// </summary>
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public List < HitSampleInfo > Samples
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{
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get = > samples ? ? ( samples = new List < HitSampleInfo > ( ) ) ;
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set = > samples = value ;
}
[JsonIgnore]
public SampleControlPoint SampleControlPoint ;
/// <summary>
/// Whether this <see cref="HitObject"/> is in Kiai time.
/// </summary>
[JsonIgnore]
public bool Kiai { get ; private set ; }
/// <summary>
/// The hit windows for this <see cref="HitObject"/>.
/// </summary>
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[CanBeNull]
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public HitWindows HitWindows { get ; set ; }
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private readonly List < HitObject > nestedHitObjects = new List < HitObject > ( ) ;
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[JsonIgnore]
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public IReadOnlyList < HitObject > NestedHitObjects = > nestedHitObjects ;
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/// <summary>
/// Applies default values to this HitObject.
/// </summary>
/// <param name="controlPointInfo">The control points.</param>
/// <param name="difficulty">The difficulty settings to use.</param>
public void ApplyDefaults ( ControlPointInfo controlPointInfo , BeatmapDifficulty difficulty )
{
ApplyDefaultsToSelf ( controlPointInfo , difficulty ) ;
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// This is done here since ApplyDefaultsToSelf may be used to determine the end time
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SampleControlPoint = controlPointInfo . SamplePointAt ( ( ( this as IHasEndTime ) ? . EndTime ? ? StartTime ) + control_point_leniency ) ;
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nestedHitObjects . Clear ( ) ;
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CreateNestedHitObjects ( ) ;
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nestedHitObjects . Sort ( ( h1 , h2 ) = > h1 . StartTime . CompareTo ( h2 . StartTime ) ) ;
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foreach ( var h in nestedHitObjects )
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{
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h . HitWindows = HitWindows ;
h . ApplyDefaults ( controlPointInfo , difficulty ) ;
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}
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}
protected virtual void ApplyDefaultsToSelf ( ControlPointInfo controlPointInfo , BeatmapDifficulty difficulty )
{
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Kiai = controlPointInfo . EffectPointAt ( StartTime + control_point_leniency ) . KiaiMode ;
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if ( HitWindows = = null )
HitWindows = CreateHitWindows ( ) ;
HitWindows ? . SetDifficulty ( difficulty . OverallDifficulty ) ;
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}
protected virtual void CreateNestedHitObjects ( )
{
}
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protected void AddNested ( HitObject hitObject ) = > nestedHitObjects . Add ( hitObject ) ;
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/// <summary>
/// Creates the <see cref="Judgement"/> that represents the scoring information for this <see cref="HitObject"/>.
/// May be null.
/// </summary>
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public virtual Judgement CreateJudgement ( ) = > null ;
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/// <summary>
/// Creates the <see cref="HitWindows"/> for this <see cref="HitObject"/>.
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/// This can be null to indicate that the <see cref="HitObject"/> has no <see cref="HitWindows"/> and timing errors should not be displayed to the user.
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/// <para>
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/// This will only be invoked if <see cref="HitWindows"/> hasn't been set externally (e.g. from a <see cref="BeatmapConverter{T}"/>.
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/// </para>
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/// </summary>
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[CanBeNull]
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protected virtual HitWindows CreateHitWindows ( ) = > new HitWindows ( ) ;
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}
}