// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. #nullable disable using osu.Game.Rulesets.Difficulty.Preprocessing; using osu.Game.Rulesets.Difficulty.Skills; using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing; namespace osu.Game.Rulesets.Taiko.Difficulty.Skills { /// /// Calculates the colour coefficient of taiko difficulty. /// public class Colour : StrainDecaySkill { protected override double SkillMultiplier => 1; protected override double StrainDecayBase => 0.4; public Colour(Mod[] mods) : base(mods) { } protected override double StrainValueOf(DifficultyHitObject current) { TaikoDifficultyHitObjectColour colour = ((TaikoDifficultyHitObject)current).Colour; double difficulty = colour == null ? 0 : colour.EvaluatedDifficulty; // if (current != null && colour != null) // { // ColourEncoding[] payload = colour.Encoding.Payload; // string payloadDisplay = ""; // for (int i = 0; i < payload.Length; ++i) // { // payloadDisplay += $",({payload[i].MonoRunLength},{payload[i].EncodingRunLength})"; // } // System.Console.WriteLine($"{current.StartTime},{colour.RepetitionInterval},{colour.Encoding.RunLength}{payloadDisplay}"); // } return difficulty; } } }