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osu-lazer/osu.Game/Rulesets/Objects/HitObject.cs

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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Collections.Generic;
using Newtonsoft.Json;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Lists;
using osu.Game.Audio;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
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
{
/// <summary>
/// The time at which the HitObject starts.
/// </summary>
public virtual double StartTime { get; set; }
private List<SampleInfo> samples;
/// <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>
public List<SampleInfo> Samples
{
get => samples ?? (samples = new List<SampleInfo>());
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; }
private float overallDifficulty = BeatmapDifficulty.DEFAULT_DIFFICULTY;
/// <summary>
/// The hit windows for this <see cref="HitObject"/>.
/// </summary>
public HitWindows HitWindows { get; set; }
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private readonly SortedList<HitObject> nestedHitObjects = new SortedList<HitObject>((h1, h2) => h1.StartTime.CompareTo(h2.StartTime));
[JsonIgnore]
public IReadOnlyList<HitObject> NestedHitObjects => nestedHitObjects;
/// <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);
nestedHitObjects.Clear();
CreateNestedHitObjects();
nestedHitObjects.ForEach(h =>
{
h.HitWindows = HitWindows;
h.ApplyDefaults(controlPointInfo, difficulty);
});
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}
protected virtual void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
{
SampleControlPoint samplePoint = controlPointInfo.SamplePointAt(StartTime);
EffectControlPoint effectPoint = controlPointInfo.EffectPointAt(StartTime);
Kiai = effectPoint.KiaiMode;
SampleControlPoint = samplePoint;
if (HitWindows == null)
HitWindows = CreateHitWindows();
HitWindows?.SetDifficulty(difficulty.OverallDifficulty);
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}
protected virtual void CreateNestedHitObjects()
{
}
protected void AddNested(HitObject hitObject) => nestedHitObjects.Add(hitObject);
/// <summary>
/// Creates the <see cref="HitWindows"/> for this <see cref="HitObject"/>.
/// This can be null to indicate that the <see cref="HitObject"/> has no <see cref="HitWindows"/>.
/// <para>
/// This will only be invoked if <see cref="HitWindows"/> hasn't been set externally (e.g. from a <see cref="BeatmapConverter"/>.
/// </para>
/// </summary>
protected virtual HitWindows CreateHitWindows() => new HitWindows();
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}
}