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osu-lazer/osu.Game.Rulesets.Osu/Judgements/OsuSpinnerJudgementResult.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 osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Osu.Objects;
namespace osu.Game.Rulesets.Osu.Judgements
{
public class OsuSpinnerJudgementResult : OsuJudgementResult
{
/// <summary>
/// The <see cref="Spinner"/>.
/// </summary>
public Spinner Spinner => (Spinner)HitObject;
/// <summary>
/// The total rotation performed on the spinner disc, disregarding the spin direction,
/// adjusted for the track's playback rate.
/// </summary>
/// <remarks>
/// <para>
/// This value is always non-negative and is monotonically increasing with time
/// (i.e. will only increase if time is passing forward, but can decrease during rewind).
/// </para>
/// <para>
/// The rotation from each frame is multiplied by the clock's current playback rate.
/// The reason this is done is to ensure that spinners give the same score and require the same number of spins
/// regardless of whether speed-modifying mods are applied.
/// </para>
/// </remarks>
/// <example>
/// Assuming no speed-modifying mods are active,
/// if the spinner is spun 360 degrees clockwise and then 360 degrees counter-clockwise,
/// this property will return the value of 720 (as opposed to 0).
/// If Double Time is active instead (with a speed multiplier of 1.5x),
/// in the same scenario the property will return 720 * 1.5 = 1080.
/// </example>
public float RateAdjustedRotation;
/// <summary>
/// Time instant at which the spin was started (the first user input which caused an increase in spin).
/// </summary>
public double? TimeStarted;
/// <summary>
/// Time instant at which the spinner has been completed (the user has executed all required spins).
/// Will be null if all required spins haven't been completed.
/// </summary>
public double? TimeCompleted;
public OsuSpinnerJudgementResult(HitObject hitObject, Judgement judgement)
: base(hitObject, judgement)
{
}
}
}