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osu-lazer/osu.Game.Rulesets.Taiko/Difficulty/Preprocessing/Colour/TaikoDifficultyHitObjectColour.cs

39 lines
1.5 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 osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour.Data;
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
{
/// <summary>
/// Stores colour compression information for a <see cref="TaikoDifficultyHitObject"/>.
/// </summary>
public class TaikoDifficultyHitObjectColour
{
/// <summary>
/// The <see cref="MonoStreak"/> that encodes this note.
/// </summary>
public MonoStreak? MonoStreak;
/// <summary>
/// The <see cref="AlternatingMonoPattern"/> that encodes this note.
/// </summary>
public AlternatingMonoPattern? AlternatingMonoPattern;
/// <summary>
/// The <see cref="RepeatingHitPattern"/> that encodes this note.
/// </summary>
public RepeatingHitPatterns? RepeatingHitPattern;
/// <summary>
/// The closest past <see cref="TaikoDifficultyHitObject"/> that's not the same colour.
/// </summary>
public TaikoDifficultyHitObject? PreviousColourChange => MonoStreak?.FirstHitObject.PreviousNote(0);
/// <summary>
/// The closest future <see cref="TaikoDifficultyHitObject"/> that's not the same colour.
/// </summary>
public TaikoDifficultyHitObject? NextColourChange => MonoStreak?.LastHitObject.NextNote(0);
}
}