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Merge pull request #514 from smoogipooo/taiko_judgement_scoring

Add TaikoJudgementInfo.
This commit is contained in:
Dean Herbert 2017-03-21 22:39:34 +09:00 committed by GitHub
commit 993f68bc61
3 changed files with 84 additions and 0 deletions

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@ -0,0 +1,11 @@
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
namespace osu.Game.Modes.Taiko.Judgements
{
public enum TaikoHitResult
{
Good,
Great
}
}

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@ -7,5 +7,77 @@ namespace osu.Game.Modes.Taiko.Judgements
{ {
public class TaikoJudgementInfo : JudgementInfo public class TaikoJudgementInfo : JudgementInfo
{ {
/// <summary>
/// The maximum score value.
/// </summary>
public const TaikoHitResult MAX_HIT_RESULT = TaikoHitResult.Great;
/// <summary>
/// The score value.
/// </summary>
public TaikoHitResult TaikoResult;
/// <summary>
/// The score value for the combo portion of the score.
/// </summary>
public int ScoreValue => NumericResultForScore(TaikoResult);
/// <summary>
/// The score value for the accuracy portion of the score.
/// </summary>
public int AccuracyScoreValue => NumericResultForAccuracy(TaikoResult);
/// <summary>
/// The maximum score value for the combo portion of the score.
/// </summary>
public int MaxScoreValue => NumericResultForScore(MAX_HIT_RESULT);
/// <summary>
/// The maximum score value for the accuracy portion of the score.
/// </summary>
public int MaxAccuracyScoreValue => NumericResultForAccuracy(MAX_HIT_RESULT);
/// <summary>
/// Whether this Judgement has a secondary hit in the case of finishers.
/// </summary>
public bool SecondHit;
/// <summary>
/// Computes the numeric score value for the combo portion of the score.
/// For the accuracy portion of the score (including accuracy percentage), see <see cref="NumericResultForAccuracy(TaikoHitResult)"/>.
/// </summary>
/// <param name="result">The result to compute the score value for.</param>
/// <returns>The numeric score value.</returns>
protected virtual int NumericResultForScore(TaikoHitResult result)
{
switch (result)
{
default:
return 0;
case TaikoHitResult.Good:
return 100;
case TaikoHitResult.Great:
return 300;
}
}
/// <summary>
/// Computes the numeric score value for the accuracy portion of the score.
/// For the combo portion of the score, see <see cref="NumericResultForScore(TaikoHitResult)"/>.
/// </summary>
/// <param name="result">The result to compute the score value for.</param>
/// <returns>The numeric score value.</returns>
protected virtual int NumericResultForAccuracy(TaikoHitResult result)
{
switch (result)
{
default:
return 0;
case TaikoHitResult.Good:
return 150;
case TaikoHitResult.Great:
return 300;
}
}
} }
} }

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@ -50,6 +50,7 @@
<Compile Include="Beatmaps\TaikoBeatmapConverter.cs" /> <Compile Include="Beatmaps\TaikoBeatmapConverter.cs" />
<Compile Include="Beatmaps\TaikoBeatmapProcessor.cs" /> <Compile Include="Beatmaps\TaikoBeatmapProcessor.cs" />
<Compile Include="Judgements\TaikoJudgementInfo.cs" /> <Compile Include="Judgements\TaikoJudgementInfo.cs" />
<Compile Include="Judgements\TaikoHitResult.cs" />
<Compile Include="TaikoDifficultyCalculator.cs" /> <Compile Include="TaikoDifficultyCalculator.cs" />
<Compile Include="Objects\Drawable\DrawableTaikoHit.cs" /> <Compile Include="Objects\Drawable\DrawableTaikoHit.cs" />
<Compile Include="Objects\TaikoHitObject.cs" /> <Compile Include="Objects\TaikoHitObject.cs" />