// Copyright (c) 2007-2018 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using System; using osu.Game.Beatmaps; using osu.Game.Rulesets.Objects.Types; using osu.Game.Beatmaps.ControlPoints; using osu.Game.Rulesets.Judgements; using osu.Game.Rulesets.Osu.Judgements; using OpenTK; namespace osu.Game.Rulesets.Osu.Objects { public class Spinner : OsuHitObject, IHasEndTime { public double EndTime { get; set; } public double Duration => EndTime - StartTime; /// /// Number of spins required to finish the spinner without miss. /// public int SpinsRequired { get; protected set; } = 1; protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty) { base.ApplyDefaultsToSelf(controlPointInfo, difficulty); SpinsRequired = (int)(Duration / 1000 * BeatmapDifficulty.DifficultyRange(difficulty.OverallDifficulty, 3, 5, 7.5)); // spinning doesn't match 1:1 with stable, so let's fudge them easier for the time being. SpinsRequired = (int)Math.Max(1, SpinsRequired * 0.6); } public override Judgement CreateJudgement() => new OsuJudgement(); public override void OffsetPosition(Vector2 offset) { // for now we don't want to allow spinners to be moved around. } } }