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ae1adfd2f2
codefactor.io \(o.o)/ also one unnecessary semicolon
118 lines
3.5 KiB
C#
118 lines
3.5 KiB
C#
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Objects.Types;
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namespace osu.Game.Rulesets.Mania.Objects
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{
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/// <summary>
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/// Represents a hit object which requires pressing, holding, and releasing a key.
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/// </summary>
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public class HoldNote : ManiaHitObject, IHasEndTime
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{
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public double EndTime => StartTime + Duration;
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private double duration;
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public double Duration
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{
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get { return duration; }
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set
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{
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duration = value;
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Tail.StartTime = EndTime;
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}
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}
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public override double StartTime
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{
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get { return base.StartTime; }
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set
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{
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base.StartTime = value;
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Head.StartTime = value;
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Tail.StartTime = EndTime;
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}
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}
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public override int Column
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{
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get { return base.Column; }
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set
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{
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base.Column = value;
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Head.Column = value;
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Tail.Column = value;
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}
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}
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/// <summary>
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/// The head note of the hold.
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/// </summary>
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public readonly Note Head = new Note();
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/// <summary>
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/// The tail note of the hold.
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/// </summary>
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public readonly Note Tail = new TailNote();
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/// <summary>
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/// The time between ticks of this hold.
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/// </summary>
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private double tickSpacing = 50;
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protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
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{
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base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
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TimingControlPoint timingPoint = controlPointInfo.TimingPointAt(StartTime);
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tickSpacing = timingPoint.BeatLength / difficulty.SliderTickRate;
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Head.ApplyDefaults(controlPointInfo, difficulty);
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Tail.ApplyDefaults(controlPointInfo, difficulty);
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}
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protected override void CreateNestedHitObjects()
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{
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base.CreateNestedHitObjects();
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createTicks();
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}
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private void createTicks()
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{
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if (tickSpacing == 0)
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return;
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for (double t = StartTime + tickSpacing; t <= EndTime - tickSpacing; t += tickSpacing)
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{
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AddNested(new HoldNoteTick
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{
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StartTime = t,
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Column = Column
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});
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}
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}
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/// <summary>
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/// The tail of the hold note.
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/// </summary>
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private class TailNote : Note
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{
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/// <summary>
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/// Lenience of release hit windows. This is to make cases where the hold note release
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/// is timed alongside presses of other hit objects less awkward.
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/// </summary>
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private const double release_window_lenience = 1.5;
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protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
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{
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base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
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HitWindows *= release_window_lenience;
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}
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}
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}
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}
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