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mirror of https://github.com/ppy/osu.git synced 2024-12-14 23:12:56 +08:00

Give rulesets a way to disable/enable perfect/ok hit results

This commit is contained in:
smoogipoo 2018-02-08 13:54:08 +09:00
parent cfdeac6428
commit 802aaefe35
2 changed files with 30 additions and 8 deletions

View File

@ -1,6 +1,8 @@
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Mania.Objects.Types;
using osu.Game.Rulesets.Objects;
@ -9,5 +11,13 @@ namespace osu.Game.Rulesets.Mania.Objects
public abstract class ManiaHitObject : HitObject, IHasColumn
{
public virtual int Column { get; set; }
protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
{
base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
HitWindows.AllowsPerfect = true;
HitWindows.AllowsOk = true;
}
}
}

View File

@ -21,35 +21,47 @@ namespace osu.Game.Rulesets.Objects
};
/// <summary>
/// Hit window for a <see cref="HitResult.Perfect"/> hit.
/// Hit window for a <see cref="HitResult.Perfect"/> result.
/// The user can only achieve receive this result if <see cref="AllowsPerfect"/> is true.
/// </summary>
public double Perfect { get; protected set; }
/// <summary>
/// Hit window for a <see cref="HitResult.Great"/> hit.
/// Hit window for a <see cref="HitResult.Great"/> result.
/// </summary>
public double Great { get; protected set; }
/// <summary>
/// Hit window for a <see cref="HitResult.Good"/> hit.
/// Hit window for a <see cref="HitResult.Good"/> result.
/// </summary>
public double Good { get; protected set; }
/// <summary>
/// Hit window for an <see cref="HitResult.OK"/> hit.
/// Hit window for an <see cref="HitResult.OK"/> result.
/// The user can only achieve this result if <see cref="AllowsOk"/> is true.
/// </summary>
public double Ok { get; protected set; }
/// <summary>
/// Hit window for a <see cref="HitResult.Meh"/> hit.
/// Hit window for a <see cref="HitResult.Meh"/> result.
/// </summary>
public double Meh { get; protected set; }
/// <summary>
/// Hit window for a <see cref="HitResult.Miss"/> hit.
/// Hit window for a <see cref="HitResult.Miss"/> result.
/// </summary>
public double Miss { get; protected set; }
/// <summary>
/// Whether it's possible to achieve a <see cref="HitResult.Perfect"/> result.
/// </summary>
public bool AllowsPerfect;
/// <summary>
/// Whether it's possible to achieve a <see cref="HitResult.Ok"/> result.
/// </summary>
public bool AllowsOk;
/// <summary>
/// Constructs hit windows by fitting a parameter to a 2-part piecewise linear function for each hit window.
/// </summary>
@ -73,13 +85,13 @@ namespace osu.Game.Rulesets.Objects
{
timeOffset = Math.Abs(timeOffset);
if (timeOffset <= HalfWindowFor(HitResult.Perfect))
if (AllowsPerfect && timeOffset <= HalfWindowFor(HitResult.Perfect))
return HitResult.Perfect;
if (timeOffset <= HalfWindowFor(HitResult.Great))
return HitResult.Great;
if (timeOffset <= HalfWindowFor(HitResult.Good))
return HitResult.Good;
if (timeOffset <= HalfWindowFor(HitResult.Ok))
if (AllowsOk && timeOffset <= HalfWindowFor(HitResult.Ok))
return HitResult.Ok;
if (timeOffset <= HalfWindowFor(HitResult.Meh))
return HitResult.Meh;