mirror of
https://github.com/ppy/osu.git
synced 2024-11-15 14:27:51 +08:00
83 lines
3.2 KiB
C#
83 lines
3.2 KiB
C#
// 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.
|
|
|
|
using System.Collections.Generic;
|
|
using Newtonsoft.Json;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Rulesets.Difficulty;
|
|
|
|
namespace osu.Game.Rulesets.Taiko.Difficulty
|
|
{
|
|
public class TaikoDifficultyAttributes : DifficultyAttributes
|
|
{
|
|
/// <summary>
|
|
/// The difficulty corresponding to the stamina skill.
|
|
/// </summary>
|
|
[JsonProperty("stamina_difficulty")]
|
|
public double StaminaDifficulty { get; set; }
|
|
|
|
/// <summary>
|
|
/// The ratio of stamina difficulty from mono-color (single colour) streams to total stamina difficulty.
|
|
/// </summary>
|
|
[JsonProperty("mono_stamina_factor")]
|
|
public double MonoStaminaFactor { get; set; }
|
|
|
|
/// <summary>
|
|
/// The difficulty corresponding to the rhythm skill.
|
|
/// </summary>
|
|
[JsonProperty("rhythm_difficulty")]
|
|
public double RhythmDifficulty { get; set; }
|
|
|
|
/// <summary>
|
|
/// The difficulty corresponding to the colour skill.
|
|
/// </summary>
|
|
[JsonProperty("colour_difficulty")]
|
|
public double ColourDifficulty { get; set; }
|
|
|
|
/// <summary>
|
|
/// The difficulty corresponding to the hardest parts of the map.
|
|
/// </summary>
|
|
[JsonProperty("peak_difficulty")]
|
|
public double PeakDifficulty { get; set; }
|
|
|
|
/// <summary>
|
|
/// The perceived hit window for a GREAT hit inclusive of rate-adjusting mods (DT/HT/etc).
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Rate-adjusting mods don't directly affect the hit window, but have a perceived effect as a result of adjusting audio timing.
|
|
/// </remarks>
|
|
[JsonProperty("great_hit_window")]
|
|
public double GreatHitWindow { get; set; }
|
|
|
|
/// <summary>
|
|
/// The perceived hit window for an OK hit inclusive of rate-adjusting mods (DT/HT/etc).
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Rate-adjusting mods don't directly affect the hit window, but have a perceived effect as a result of adjusting audio timing.
|
|
/// </remarks>
|
|
[JsonProperty("ok_hit_window")]
|
|
public double OkHitWindow { get; set; }
|
|
|
|
public override IEnumerable<(int attributeId, object value)> ToDatabaseAttributes()
|
|
{
|
|
foreach (var v in base.ToDatabaseAttributes())
|
|
yield return v;
|
|
|
|
yield return (ATTRIB_ID_DIFFICULTY, StarRating);
|
|
yield return (ATTRIB_ID_GREAT_HIT_WINDOW, GreatHitWindow);
|
|
yield return (ATTRIB_ID_OK_HIT_WINDOW, OkHitWindow);
|
|
yield return (ATTRIB_ID_MONO_STAMINA_FACTOR, MonoStaminaFactor);
|
|
}
|
|
|
|
public override void FromDatabaseAttributes(IReadOnlyDictionary<int, double> values, IBeatmapOnlineInfo onlineInfo)
|
|
{
|
|
base.FromDatabaseAttributes(values, onlineInfo);
|
|
|
|
StarRating = values[ATTRIB_ID_DIFFICULTY];
|
|
GreatHitWindow = values[ATTRIB_ID_GREAT_HIT_WINDOW];
|
|
OkHitWindow = values[ATTRIB_ID_OK_HIT_WINDOW];
|
|
MonoStaminaFactor = values[ATTRIB_ID_MONO_STAMINA_FACTOR];
|
|
}
|
|
}
|
|
}
|