// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing { /// <summary> /// Represents a rhythm change in a taiko map. /// </summary> public class TaikoDifficultyHitObjectRhythm { /// <summary> /// The difficulty multiplier associated with this rhythm change. /// </summary> public readonly double Difficulty; /// <summary> /// The ratio of current <see cref="osu.Game.Rulesets.Difficulty.Preprocessing.DifficultyHitObject.DeltaTime"/> /// to previous <see cref="osu.Game.Rulesets.Difficulty.Preprocessing.DifficultyHitObject.DeltaTime"/> for the rhythm change. /// A <see cref="Ratio"/> above 1 indicates a slow-down; a <see cref="Ratio"/> below 1 indicates a speed-up. /// </summary> public readonly double Ratio; /// <summary> /// Creates an object representing a rhythm change. /// </summary> /// <param name="numerator">The numerator for <see cref="Ratio"/>.</param> /// <param name="denominator">The denominator for <see cref="Ratio"/></param> /// <param name="difficulty">The difficulty multiplier associated with this rhythm change.</param> public TaikoDifficultyHitObjectRhythm(int numerator, int denominator, double difficulty) { Ratio = numerator / (double)denominator; Difficulty = difficulty; } } }