1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-11 11:37:28 +08:00
osu-lazer/osu.Game.Rulesets.Osu/Objects/OsuHitObject.cs

Ignoring revisions in .git-blame-ignore-revs. Click here to bypass and see the normal blame view.

164 lines
5.5 KiB
C#
Raw Normal View History

// 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.
2018-04-13 17:19:50 +08:00
using System;
using System.Linq;
2019-02-21 18:04:31 +08:00
using osu.Framework.Bindables;
2017-07-26 12:22:46 +08:00
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
2017-04-18 15:05:58 +08:00
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
2019-09-06 14:24:00 +08:00
using osu.Game.Rulesets.Osu.Scoring;
using osu.Game.Rulesets.Scoring;
using osuTK;
2018-04-13 17:19:50 +08:00
2017-04-18 15:05:58 +08:00
namespace osu.Game.Rulesets.Osu.Objects
{
public abstract class OsuHitObject : HitObject, IHasComboInformation, IHasPosition
{
/// <summary>
/// The radius of hit objects (ie. the radius of a <see cref="HitCircle"/>).
/// </summary>
public const float OBJECT_RADIUS = 64;
2018-04-13 17:19:50 +08:00
2023-09-20 11:48:15 +08:00
/// <summary>
/// The width and height any element participating in display of a hitcircle (or similarly sized object) should be.
/// </summary>
public static readonly Vector2 OBJECT_DIMENSIONS = new Vector2(OBJECT_RADIUS * 2);
/// <summary>
/// Scoring distance with a speed-adjusted beat length of 1 second (ie. the speed slider balls move through their track).
/// </summary>
internal const float BASE_SCORING_DISTANCE = 100;
2021-02-10 21:06:19 +08:00
/// <summary>
/// Minimum preempt time at AR=10.
/// </summary>
public const double PREEMPT_MIN = 450;
public double TimePreempt = 600;
public double TimeFadeIn = 400;
2018-04-13 17:19:50 +08:00
private HitObjectProperty<Vector2> position;
public Bindable<Vector2> PositionBindable => position.Bindable;
2018-04-13 17:19:50 +08:00
public virtual Vector2 Position
2018-03-09 22:12:34 +08:00
{
get => position.Value;
set => position.Value = value;
2018-03-09 22:12:34 +08:00
}
2018-04-13 17:19:50 +08:00
public float X => Position.X;
public float Y => Position.Y;
2018-04-13 17:19:50 +08:00
public Vector2 StackedPosition => Position + StackOffset;
2018-04-13 17:19:50 +08:00
public virtual Vector2 EndPosition => Position;
2018-04-13 17:19:50 +08:00
2021-10-26 08:15:43 +08:00
public Vector2 StackedEndPosition => EndPosition + StackOffset;
2018-04-13 17:19:50 +08:00
private HitObjectProperty<int> stackHeight;
public Bindable<int> StackHeightBindable => stackHeight.Bindable;
public int StackHeight
{
get => stackHeight.Value;
set => stackHeight.Value = value;
}
2018-04-13 17:19:50 +08:00
2021-10-26 08:15:43 +08:00
public virtual Vector2 StackOffset => new Vector2(StackHeight * Scale * -6.4f);
2018-04-13 17:19:50 +08:00
public double Radius => OBJECT_RADIUS * Scale;
2018-04-13 17:19:50 +08:00
private HitObjectProperty<float> scale = new HitObjectProperty<float>(1);
public Bindable<float> ScaleBindable => scale.Bindable;
public float Scale
{
get => scale.Value;
set => scale.Value = value;
}
2018-04-13 17:19:50 +08:00
2017-03-14 16:01:46 +08:00
public virtual bool NewCombo { get; set; }
2018-04-13 17:19:50 +08:00
private HitObjectProperty<int> comboOffset;
public Bindable<int> ComboOffsetBindable => comboOffset.Bindable;
public int ComboOffset
{
get => comboOffset.Value;
set => comboOffset.Value = value;
}
private HitObjectProperty<int> indexInCurrentCombo;
public Bindable<int> IndexInCurrentComboBindable => indexInCurrentCombo.Bindable;
public virtual int IndexInCurrentCombo
{
get => indexInCurrentCombo.Value;
set => indexInCurrentCombo.Value = value;
}
2018-04-13 17:19:50 +08:00
private HitObjectProperty<int> comboIndex;
public Bindable<int> ComboIndexBindable => comboIndex.Bindable;
2018-04-13 17:19:50 +08:00
public virtual int ComboIndex
{
get => comboIndex.Value;
set => comboIndex.Value = value;
}
private HitObjectProperty<int> comboIndexWithOffsets;
public Bindable<int> ComboIndexWithOffsetsBindable => comboIndexWithOffsets.Bindable;
public int ComboIndexWithOffsets
{
get => comboIndexWithOffsets.Value;
set => comboIndexWithOffsets.Value = value;
}
private HitObjectProperty<bool> lastInCombo;
public Bindable<bool> LastInComboBindable => lastInCombo.Bindable;
public bool LastInCombo
{
get => lastInCombo.Value;
set => lastInCombo.Value = value;
}
2018-04-13 17:19:50 +08:00
protected OsuHitObject()
{
StackHeightBindable.BindValueChanged(height =>
{
foreach (var nested in NestedHitObjects.OfType<OsuHitObject>())
nested.StackHeight = height.NewValue;
});
}
protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, IBeatmapDifficultyInfo difficulty)
{
base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
2018-04-13 17:19:50 +08:00
TimePreempt = (float)IBeatmapDifficultyInfo.DifficultyRange(difficulty.ApproachRate, 1800, 1200, PREEMPT_MIN);
2021-02-10 21:06:19 +08:00
// Preempt time can go below 450ms. Normally, this is achieved via the DT mod which uniformly speeds up all animations game wide regardless of AR.
// This uniform speedup is hard to match 1:1, however we can at least make AR>10 (via mods) feel good by extending the upper linear function above.
// Note that this doesn't exactly match the AR>10 visuals as they're classically known, but it feels good.
// This adjustment is necessary for AR>10, otherwise TimePreempt can become smaller leading to hitcircles not fully fading in.
TimeFadeIn = 400 * Math.Min(1, TimePreempt / PREEMPT_MIN);
2018-04-13 17:19:50 +08:00
Scale = IBeatmapDifficultyInfo.CalculateScaleFromCircleSize(difficulty.CircleSize);
}
2018-04-13 17:19:50 +08:00
protected override HitWindows CreateHitWindows() => new OsuHitWindows();
}
}