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osu-lazer/osu.Game/Beatmaps/ControlPoints/EffectControlPoint.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.
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using osu.Framework.Bindables;
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namespace osu.Game.Beatmaps.ControlPoints
{
public class EffectControlPoint : ControlPoint
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{
/// <summary>
/// Whether the first bar line of this control point is ignored.
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/// </summary>
public readonly BindableBool OmitFirstBarLineBindable = new BindableBool();
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/// <summary>
/// Whether the first bar line of this control point is ignored.
/// </summary>
public bool OmitFirstBarLine
{
get => OmitFirstBarLineBindable.Value;
set => OmitFirstBarLineBindable.Value = value;
}
/// <summary>
/// Whether this control point enables Kiai mode.
/// </summary>
public readonly BindableBool KiaiModeBindable = new BindableBool();
/// <summary>
/// Whether this control point enables Kiai mode.
/// </summary>
public bool KiaiMode
{
get => KiaiModeBindable.Value;
set => KiaiModeBindable.Value = value;
}
public override bool EquivalentTo(ControlPoint other) =>
other is EffectControlPoint otherTyped &&
KiaiMode == otherTyped.KiaiMode && OmitFirstBarLine == otherTyped.OmitFirstBarLine;
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public override bool IsRedundant(ControlPoint existing, double time) => !OmitFirstBarLine && EquivalentTo(existing);
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}
}