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osu-lazer/osu.Game.Rulesets.Mania/Objects/HoldNote.cs

141 lines
4.2 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.
#nullable disable
using System.Collections.Generic;
using System.Threading;
using osu.Game.Audio;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Mania.Objects
{
/// <summary>
/// Represents a hit object which requires pressing, holding, and releasing a key.
/// </summary>
public class HoldNote : ManiaHitObject, IHasDuration
{
public double EndTime
{
get => StartTime + Duration;
set => Duration = value - StartTime;
}
private double duration;
public double Duration
{
get => duration;
set
{
duration = value;
if (Tail != null)
Tail.StartTime = EndTime;
}
}
public override double StartTime
{
get => base.StartTime;
set
{
base.StartTime = value;
if (Head != null)
Head.StartTime = value;
if (Tail != null)
Tail.StartTime = EndTime;
}
}
public override int Column
{
get => base.Column;
set
{
base.Column = value;
if (Head != null)
Head.Column = value;
if (Tail != null)
Tail.Column = value;
}
}
public IList<IList<HitSampleInfo>> NodeSamples { get; set; }
/// <summary>
/// The head note of the hold.
/// </summary>
public HeadNote Head { get; protected set; }
/// <summary>
/// The tail note of the hold.
/// </summary>
public TailNote Tail { get; protected set; }
/// <summary>
/// The body of the hold.
/// This is an invisible and silent object that tracks the holding state of the <see cref="HoldNote"/>.
/// </summary>
public HoldNoteBody Body { get; protected set; }
public override double MaximumJudgementOffset => Tail.MaximumJudgementOffset;
protected override void CreateNestedHitObjects(CancellationToken cancellationToken)
{
base.CreateNestedHitObjects(cancellationToken);
// Generally node samples will be populated by ManiaBeatmapConverter, but in a case like the editor they may not be.
// Ensure they are set to a sane default here.
NodeSamples ??= CreateDefaultNodeSamples(this);
AddNested(Head = new HeadNote
{
StartTime = StartTime,
Column = Column,
Samples = GetNodeSamples(0),
});
AddNested(Tail = new TailNote
{
StartTime = EndTime,
Column = Column,
Samples = GetNodeSamples(NodeSamples.Count - 1),
});
AddNested(Body = new HoldNoteBody
{
StartTime = StartTime,
Column = Column
});
}
public override Judgement CreateJudgement() => new IgnoreJudgement();
protected override HitWindows CreateHitWindows() => HitWindows.Empty;
public IList<HitSampleInfo> GetNodeSamples(int nodeIndex) => nodeIndex < NodeSamples?.Count ? NodeSamples[nodeIndex] : Samples;
/// <summary>
/// Create the default note samples for a hold note, based off their main sample.
/// </summary>
/// <remarks>
/// By default, osu!mania beatmaps in only play samples at the start of the hold note.
/// </remarks>
/// <param name="obj">The object to use as a basis for the head sample.</param>
/// <returns>Defaults for assigning to <see cref="HoldNote.NodeSamples"/>.</returns>
public static List<IList<HitSampleInfo>> CreateDefaultNodeSamples(HitObject obj) => new List<IList<HitSampleInfo>>
{
obj.Samples,
new List<HitSampleInfo>(),
};
}
}