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osu-lazer/osu.Game.Rulesets.Mania/Objects/HoldNote.cs

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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System.Collections.Generic;
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using System.Linq;
using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Database;
using osu.Game.Rulesets.Objects.Types;
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namespace osu.Game.Rulesets.Mania.Objects
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{
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/// <summary>
/// Represents a hit object which requires pressing, holding, and releasing a key.
/// </summary>
public class HoldNote : ManiaHitObject, IHasEndTime
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{
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public double EndTime => StartTime + Duration;
private double duration;
public double Duration
{
get { return duration; }
set
{
duration = value;
Tail.StartTime = EndTime;
}
}
public override double StartTime
{
get { return base.StartTime; }
set
{
base.StartTime = value;
Head.StartTime = value;
Tail.StartTime = EndTime;
}
}
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/// <summary>
/// The head note of the hold.
/// </summary>
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public readonly Note Head = new Note();
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/// <summary>
/// The tail note of the hold.
/// </summary>
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public readonly Note Tail = new TailNote();
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/// <summary>
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/// The time between ticks of this hold.
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/// </summary>
private double tickSpacing = 50;
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public override void ApplyDefaults(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
{
base.ApplyDefaults(controlPointInfo, difficulty);
TimingControlPoint timingPoint = controlPointInfo.TimingPointAt(StartTime);
tickSpacing = timingPoint.BeatLength / difficulty.SliderTickRate;
}
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/// <summary>
/// The scoring scoring ticks of the hold note.
/// </summary>
public IEnumerable<HoldNoteTick> Ticks => ticks ?? (ticks = createTicks());
private List<HoldNoteTick> ticks;
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private List<HoldNoteTick> createTicks()
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{
var ret = new List<HoldNoteTick>();
if (tickSpacing == 0)
return ret;
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for (double t = StartTime + tickSpacing; t <= EndTime - tickSpacing; t += tickSpacing)
{
ret.Add(new HoldNoteTick
{
StartTime = t
});
}
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return ret;
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}
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/// <summary>
/// The tail of the hold note.
/// </summary>
private class TailNote : Note
{
/// <summary>
/// Lenience of release hit windows. This is to make cases where the hold note release
/// is timed alongside presses of other hit objects less awkward.
/// </summary>
private const double release_window_lenience = 1.5;
public override void ApplyDefaults(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
{
base.ApplyDefaults(controlPointInfo, difficulty);
HitWindows *= release_window_lenience;
}
}
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}
}