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osu-lazer/osu.Game/Rulesets/Difficulty/Preprocessing/DifficultyHitObject.cs

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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.
using System.Collections.Generic;
using osu.Game.Rulesets.Objects;
namespace osu.Game.Rulesets.Difficulty.Preprocessing
{
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/// <summary>
/// Wraps a <see cref="HitObject"/> and provides additional information to be used for difficulty calculation.
/// </summary>
public class DifficultyHitObject
{
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private readonly IReadOnlyList<DifficultyHitObject> difficultyHitObjects;
/// <summary>
/// The position of this <see cref="DifficultyHitObject"/> in the <see cref="difficultyHitObjects"/> list.
/// </summary>
public int Position;
/// <summary>
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/// The <see cref="HitObject"/> this <see cref="DifficultyHitObject"/> wraps.
/// </summary>
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public readonly HitObject BaseObject;
/// <summary>
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/// The last <see cref="HitObject"/> which occurs before <see cref="BaseObject"/>.
/// </summary>
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public readonly HitObject LastObject;
/// <summary>
/// Amount of time elapsed between <see cref="BaseObject"/> and <see cref="LastObject"/>, adjusted by clockrate.
/// </summary>
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public readonly double DeltaTime;
/// <summary>
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/// Clockrate adjusted start time of <see cref="BaseObject"/>.
/// </summary>
public readonly double StartTime;
/// <summary>
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/// Clockrate adjusted end time of <see cref="BaseObject"/>.
/// </summary>
public readonly double EndTime;
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/// <summary>
/// Creates a new <see cref="DifficultyHitObject"/>.
/// </summary>
/// <param name="hitObject">The <see cref="HitObject"/> which this <see cref="DifficultyHitObject"/> wraps.</param>
/// <param name="lastObject">The last <see cref="HitObject"/> which occurs before <paramref name="hitObject"/> in the beatmap.</param>
/// <param name="clockRate">The rate at which the gameplay clock is run at.</param>
/// <param name="objects">The list of <see cref="DifficultyHitObject"/>s in the current beatmap.</param>
public DifficultyHitObject(HitObject hitObject, HitObject lastObject, double clockRate, List<DifficultyHitObject> objects)
{
difficultyHitObjects = objects;
Position = objects.Count;
BaseObject = hitObject;
LastObject = lastObject;
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DeltaTime = (hitObject.StartTime - lastObject.StartTime) / clockRate;
StartTime = hitObject.StartTime / clockRate;
EndTime = hitObject.GetEndTime() / clockRate;
}
public DifficultyHitObject Previous(int backwardsIndex) => difficultyHitObjects[Position - (backwardsIndex + 1)];
public DifficultyHitObject Next(int forwardsIndex) => difficultyHitObjects[Position + (forwardsIndex + 1)];
}
}