// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using osu.Game.Beatmaps; using osu.Game.Beatmaps.ControlPoints; using osu.Game.Rulesets.Scoring; namespace osu.Game.Rulesets.Osu.Objects { /// /// A hit circle which is at the end of a slider path (either repeat or final tail). /// public abstract class SliderEndCircle : HitCircle { private readonly Slider slider; protected SliderEndCircle(Slider slider) { this.slider = slider; } public int RepeatIndex { get; set; } public double SpanDuration => slider.SpanDuration; protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, IBeatmapDifficultyInfo difficulty) { base.ApplyDefaultsToSelf(controlPointInfo, difficulty); if (RepeatIndex > 0) { // Repeat points after the first span should appear behind the still-visible one. TimeFadeIn = 0; // The next end circle should appear exactly after the previous circle (on the same end) is hit. TimePreempt = SpanDuration * 2; } else { // taken from osu-stable const float first_end_circle_preempt_adjust = 2 / 3f; // The first end circle should fade in with the slider. TimePreempt = (StartTime - slider.StartTime) + slider.TimePreempt * first_end_circle_preempt_adjust; } } protected override HitWindows CreateHitWindows() => HitWindows.Empty; } }