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osu-lazer/osu.Game.Rulesets.Taiko/Difficulty/Preprocessing/TaikoDifficultyHitObject.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 System;
using System.Collections.Generic;
using System.Linq;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Taiko.Objects;
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
{
public class TaikoDifficultyHitObject : DifficultyHitObject
{
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public readonly TaikoDifficultyHitObjectRhythm Rhythm;
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public readonly HitType? HitType;
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public bool StaminaCheese = false;
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public readonly int ObjectIndex;
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public TaikoDifficultyHitObject(HitObject hitObject, HitObject lastObject, HitObject lastLastObject, double clockRate, int objectIndex,
IEnumerable<TaikoDifficultyHitObjectRhythm> commonRhythms)
: base(hitObject, lastObject, clockRate)
{
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var currentHit = hitObject as Hit;
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double prevLength = (lastObject.StartTime - lastLastObject.StartTime) / clockRate;
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Rhythm = getClosestRhythm(DeltaTime / prevLength, commonRhythms);
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HitType = currentHit?.Type;
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ObjectIndex = objectIndex;
}
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private TaikoDifficultyHitObjectRhythm getClosestRhythm(double ratio, IEnumerable<TaikoDifficultyHitObjectRhythm> commonRhythms)
{
return commonRhythms.OrderBy(x => Math.Abs(x.Ratio - ratio)).First();
}
}
}