// Copyright (c) 2007-2017 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using osu.Game.Beatmaps; using osu.Game.Beatmaps.ControlPoints; using osu.Game.Rulesets.Objects; namespace osu.Game.Rulesets.Taiko.Objects { public abstract class TaikoHitObject : HitObject { /// /// Default size of a drawable taiko hit object. /// public const float DEFAULT_SIZE = 0.45f; /// /// Scale multiplier for a strong drawable taiko hit object. /// public const float STRONG_SCALE = 1.4f; /// /// Default size of a strong drawable taiko hit object. /// public const float DEFAULT_STRONG_SIZE = DEFAULT_SIZE * STRONG_SCALE; /// /// Whether this HitObject is a "strong" type. /// Strong hit objects give more points for hitting the hit object with both keys. /// public bool IsStrong; /// /// Whether this HitObject is in Kiai time. /// public bool Kiai { get; protected set; } public override void ApplyDefaults(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty) { base.ApplyDefaults(controlPointInfo, difficulty); EffectControlPoint effectPoint = controlPointInfo.EffectPointAt(StartTime); Kiai |= effectPoint.KiaiMode; } } }