// Copyright (c) 2007-2017 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using osu.Game.Beatmaps.Timing; using osu.Game.Database; using osu.Game.Modes.Objects; namespace osu.Game.Modes.Taiko.Objects { public abstract class TaikoHitObject : HitObject { /// /// HitCircle radius. /// public const float CIRCLE_RADIUS = 42f; /// /// The time taken from the initial (off-screen) spawn position to the centre of the hit target for a of 1000>ms. /// private const double scroll_time = 6000; /// /// Our adjusted taking into consideration local and other speed multipliers. /// public double ScrollTime; /// /// 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(TimingInfo timing, BeatmapDifficulty difficulty) { base.ApplyDefaults(timing, difficulty); ScrollTime = scroll_time * (timing.BeatLengthAt(StartTime) / 1000) / (difficulty.SliderMultiplier * timing.SpeedMultiplierAt(StartTime)); ControlPoint overridePoint; Kiai = timing.TimingPointAt(StartTime, out overridePoint).KiaiMode; if (overridePoint != null) Kiai |= overridePoint.KiaiMode; } } }