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osu-lazer/osu.Game/Beatmaps/Timing/TimingInfo.cs

122 lines
5.0 KiB
C#

// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Collections.Generic;
using System.Linq;
namespace osu.Game.Beatmaps.Timing
{
public class TimingInfo
{
public readonly List<ControlPoint> ControlPoints = new List<ControlPoint>();
public double BPMMaximum => 60000 / (ControlPoints?.Where(c => c.BeatLength != 0).OrderBy(c => c.BeatLength).FirstOrDefault() ?? ControlPoint.Default).BeatLength;
public double BPMMinimum => 60000 / (ControlPoints?.Where(c => c.BeatLength != 0).OrderByDescending(c => c.BeatLength).FirstOrDefault() ?? ControlPoint.Default).BeatLength;
public double BPMMode => BPMAt(ControlPoints.Where(c => c.BeatLength != 0).GroupBy(c => c.BeatLength).OrderByDescending(grp => grp.Count()).First().First().Time);
public double BPMAt(double time)
{
return 60000 / BeatLengthAt(time);
}
/// <summary>
/// Finds the BPM multiplier at a time.
/// </summary>
/// <param name="time">The time to find the BPM multiplier at.</param>
/// <returns>The BPM multiplier.</returns>
public double BPMMultiplierAt(double time)
{
ControlPoint overridePoint;
ControlPoint timingPoint = TimingPointAt(time, out overridePoint);
return overridePoint?.VelocityAdjustment ?? timingPoint?.VelocityAdjustment ?? 1;
}
/// <summary>
/// Finds the beat length at a time.
/// </summary>
/// <param name="time">The time to find the beat length at.</param>
/// <returns>The beat length in milliseconds.</returns>
public double BeatLengthAt(double time)
{
ControlPoint overridePoint;
ControlPoint timingPoint = TimingPointAt(time, out overridePoint);
return timingPoint.BeatLength;
}
/// <summary>
/// Finds the beat velocity at a time.
/// </summary>
/// <param name="time">The time to find the velocity at.</param>
/// <returns>The velocity.</returns>
public double BeatVelocityAt(double time)
{
ControlPoint overridePoint;
ControlPoint timingPoint = TimingPointAt(time, out overridePoint);
return overridePoint?.VelocityAdjustment ?? timingPoint?.VelocityAdjustment ?? 1;
}
/// <summary>
/// Finds the beat length at a time.
/// </summary>
/// <param name="time">The time to find the beat length at.</param>
/// <returns>The beat length in positional length units.</returns>
public double BeatDistanceAt(double time)
{
ControlPoint overridePoint;
ControlPoint timingPoint = TimingPointAt(time, out overridePoint);
return (timingPoint?.BeatLength ?? 1) * (overridePoint?.VelocityAdjustment ?? timingPoint?.VelocityAdjustment ?? 1);
}
/// <summary>
/// Finds the timing point at a time.
/// </summary>
/// <param name="time">The time to find the timing point at.</param>
/// <param name="overridePoint">The timing point containing the velocity change of the returned timing point.</param>
/// <returns>The timing point.</returns>
public ControlPoint TimingPointAt(double time, out ControlPoint overridePoint)
{
overridePoint = null;
ControlPoint timingPoint = null;
foreach (var controlPoint in ControlPoints)
{
// Some beatmaps have the first timingPoint (accidentally) start after the first HitObject(s).
// This null check makes it so that the first ControlPoint that makes a timing change is used as
// the timingPoint for those HitObject(s).
if (controlPoint.Time <= time || timingPoint == null)
{
if (controlPoint.TimingChange)
{
timingPoint = controlPoint;
overridePoint = null;
}
else
overridePoint = controlPoint;
}
else break;
}
return timingPoint ?? ControlPoint.Default;
}
/// <summary>
/// Finds the slider velocity at a time.
/// </summary>
/// <param name="time">The time to find the slider velocity at.</param>
/// <returns>The slider velocity in milliseconds.</returns>
public double SliderVelocityAt(double time)
{
const double base_scoring_distance = 100;
double beatDistance = BeatDistanceAt(time);
if (beatDistance > 0)
return base_scoring_distance / beatDistance * 1000;
return base_scoring_distance;
}
}
}