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Add Hit class, make TaikoHitObject abstract.

This commit is contained in:
smoogipooo 2017-03-23 11:21:45 +09:00
parent 5138890530
commit db8bf8a78f
3 changed files with 38 additions and 21 deletions

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@ -0,0 +1,35 @@
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Game.Beatmaps.Timing;
using osu.Game.Database;
namespace osu.Game.Modes.Taiko.Objects
{
public class Hit : TaikoHitObject
{
/// <summary>
/// The hit window that results in a "GREAT" hit.
/// </summary>
public double HitWindowGreat = 35;
/// <summary>
/// The hit window that results in a "GOOD" hit.
/// </summary>
public double HitWindowGood = 80;
/// <summary>
/// The hit window that results in a "MISS".
/// </summary>
public double HitWindowMiss = 95;
public override void ApplyDefaults(TimingInfo timing, BeatmapDifficulty difficulty)
{
base.ApplyDefaults(timing, difficulty);
HitWindowGreat = BeatmapDifficulty.DifficultyRange(difficulty.OverallDifficulty, 50, 35, 20);
HitWindowGood = BeatmapDifficulty.DifficultyRange(difficulty.OverallDifficulty, 120, 80, 50);
HitWindowMiss = BeatmapDifficulty.DifficultyRange(difficulty.OverallDifficulty, 135, 95, 70);
}
}
}

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@ -7,28 +7,13 @@ using osu.Game.Modes.Objects;
namespace osu.Game.Modes.Taiko.Objects namespace osu.Game.Modes.Taiko.Objects
{ {
public class TaikoHitObject : HitObject public abstract class TaikoHitObject : HitObject
{ {
/// <summary> /// <summary>
/// HitCircle radius. /// HitCircle radius.
/// </summary> /// </summary>
public const float CIRCLE_RADIUS = 64; public const float CIRCLE_RADIUS = 64;
/// <summary>
/// The hit window that results in a "GREAT" hit.
/// </summary>
public double HitWindowGreat = 35;
/// <summary>
/// The hit window that results in a "GOOD" hit.
/// </summary>
public double HitWindowGood = 80;
/// <summary>
/// The hit window that results in a "MISS".
/// </summary>
public double HitWindowMiss = 95;
/// <summary> /// <summary>
/// The time to scroll in the HitObject. /// The time to scroll in the HitObject.
/// </summary> /// </summary>
@ -37,7 +22,7 @@ namespace osu.Game.Modes.Taiko.Objects
/// <summary> /// <summary>
/// Whether this HitObject is in Kiai time. /// Whether this HitObject is in Kiai time.
/// </summary> /// </summary>
public bool Kiai; public bool Kiai { get; protected set; }
public override void ApplyDefaults(TimingInfo timing, BeatmapDifficulty difficulty) public override void ApplyDefaults(TimingInfo timing, BeatmapDifficulty difficulty)
{ {
@ -50,10 +35,6 @@ namespace osu.Game.Modes.Taiko.Objects
if (overridePoint != null) if (overridePoint != null)
Kiai |= overridePoint.KiaiMode; Kiai |= overridePoint.KiaiMode;
HitWindowGreat = BeatmapDifficulty.DifficultyRange(difficulty.OverallDifficulty, 50, 35, 20);
HitWindowGood = BeatmapDifficulty.DifficultyRange(difficulty.OverallDifficulty, 120, 80, 50);
HitWindowMiss = BeatmapDifficulty.DifficultyRange(difficulty.OverallDifficulty, 135, 95, 70);
} }
} }
} }

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@ -54,6 +54,7 @@
<Compile Include="Objects\Bash.cs" /> <Compile Include="Objects\Bash.cs" />
<Compile Include="Objects\DrumRoll.cs" /> <Compile Include="Objects\DrumRoll.cs" />
<Compile Include="Objects\DrumRollTick.cs" /> <Compile Include="Objects\DrumRollTick.cs" />
<Compile Include="Objects\Hit.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" />