2020-05-11 13:50:02 +08:00
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
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{
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2020-08-23 01:34:16 +08:00
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/// <summary>
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/// Represents a rhythm change in a taiko map.
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/// </summary>
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public class TaikoDifficultyHitObjectRhythm
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{
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2020-08-23 01:34:16 +08:00
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/// <summary>
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/// The difficulty multiplier associated with this rhythm change.
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/// </summary>
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2020-05-11 13:50:02 +08:00
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public readonly double Difficulty;
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/// <summary>
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/// The ratio of current <see cref="osu.Game.Rulesets.Difficulty.Preprocessing.DifficultyHitObject.DeltaTime"/>
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/// to previous <see cref="osu.Game.Rulesets.Difficulty.Preprocessing.DifficultyHitObject.DeltaTime"/> for the rhythm change.
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/// A <see cref="Ratio"/> above 1 indicates a slow-down; a <see cref="Ratio"/> below 1 indicates a speed-up.
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/// </summary>
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public readonly double Ratio;
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2020-05-11 13:57:47 +08:00
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2020-08-23 01:34:16 +08:00
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/// <summary>
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/// Creates an object representing a rhythm change.
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/// </summary>
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/// <param name="numerator">The numerator for <see cref="Ratio"/>.</param>
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/// <param name="denominator">The denominator for <see cref="Ratio"/></param>
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/// <param name="difficulty">The difficulty multiplier associated with this rhythm change.</param>
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public TaikoDifficultyHitObjectRhythm(int numerator, int denominator, double difficulty)
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{
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Ratio = numerator / (double)denominator;
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Difficulty = difficulty;
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2020-05-11 13:50:02 +08:00
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}
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}
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}
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