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Add convert taiko HitWindows

This commit is contained in:
smoogipoo 2018-05-11 15:31:12 +09:00
parent faa82f17cc
commit 9c65d347ba
4 changed files with 34 additions and 0 deletions

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@ -11,5 +11,7 @@ namespace osu.Game.Rulesets.Objects.Legacy.Taiko
internal sealed class ConvertHit : HitObject, IHasCombo internal sealed class ConvertHit : HitObject, IHasCombo
{ {
public bool NewCombo { get; set; } public bool NewCombo { get; set; }
protected override HitWindows CreateHitWindows() => new ConvertTaikoHitWindows();
} }
} }

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@ -11,5 +11,7 @@ namespace osu.Game.Rulesets.Objects.Legacy.Taiko
internal sealed class ConvertSlider : Legacy.ConvertSlider, IHasCombo internal sealed class ConvertSlider : Legacy.ConvertSlider, IHasCombo
{ {
public bool NewCombo { get; set; } public bool NewCombo { get; set; }
protected override HitWindows CreateHitWindows() => new ConvertTaikoHitWindows();
} }
} }

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@ -13,5 +13,7 @@ namespace osu.Game.Rulesets.Objects.Legacy.Taiko
public double EndTime { get; set; } public double EndTime { get; set; }
public double Duration => EndTime - StartTime; public double Duration => EndTime - StartTime;
protected override HitWindows CreateHitWindows() => new ConvertTaikoHitWindows();
} }
} }

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@ -0,0 +1,28 @@
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Collections.Generic;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Objects.Legacy.Taiko
{
public class ConvertTaikoHitWindows : HitWindows
{
private static readonly IReadOnlyDictionary<HitResult, (double od0, double od5, double od10)> base_ranges = new Dictionary<HitResult, (double, double, double)>
{
{ HitResult.Great, (100, 70, 40) },
{ HitResult.Good, (240, 160, 100) },
{ HitResult.Meh, (270, 190, 140) },
{ HitResult.Miss, (400, 400, 400) },
};
public override void SetDifficulty(double difficulty)
{
Great = BeatmapDifficulty.DifficultyRange(difficulty, base_ranges[HitResult.Great]);
Good = BeatmapDifficulty.DifficultyRange(difficulty, base_ranges[HitResult.Good]);
Meh = BeatmapDifficulty.DifficultyRange(difficulty, base_ranges[HitResult.Meh]);
Miss = BeatmapDifficulty.DifficultyRange(difficulty, base_ranges[HitResult.Miss]);
}
}
}