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osu-lazer/osu.Game/Rulesets/Objects/HitObject.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
using osu.Game.Audio;
using osu.Game.Beatmaps.Timing;
using osu.Game.Database;
using osu.Game.Rulesets.Objects.Types;
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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 double StartTime;
/// <summary>
/// The samples to be played when this hit object is hit.
/// <para>
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/// 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 SampleInfoList Samples = new SampleInfoList();
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/// <summary>
/// Applies default values to this HitObject.
/// </summary>
/// <param name="difficulty">The difficulty settings to use.</param>
/// <param name="timing">The timing settings to use.</param>
public virtual void ApplyDefaults(TimingInfo timing, BeatmapDifficulty difficulty)
{
ControlPoint overridePoint;
ControlPoint timingPoint = timing.TimingPointAt(StartTime, out overridePoint);
ControlPoint samplePoint = overridePoint ?? timingPoint;
// Initialize first sample
Samples.ForEach(s => initializeSampleInfo(s, samplePoint));
// Initialize any repeat samples
var repeatData = this as IHasRepeats;
repeatData?.RepeatSamples?.ForEach(r => r.ForEach(s => initializeSampleInfo(s, samplePoint)));
}
private void initializeSampleInfo(SampleInfo sample, ControlPoint controlPoint)
{
if (sample.Volume == 0)
sample.Volume = controlPoint?.SampleVolume ?? 0;
// If the bank is not assigned a name, assign it from the control point
if (string.IsNullOrEmpty(sample.Bank))
sample.Bank = controlPoint?.SampleBank ?? @"normal";
}
}
}