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41 lines
1.9 KiB
C#
41 lines
1.9 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using System.Linq;
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namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Rhythm.Data
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{
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/// <summary>
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/// Represents <see cref="SameRhythmGroupedHitObjects"/> grouped by their <see cref="SameRhythmGroupedHitObjects.StartTime"/>'s interval.
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/// </summary>
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public class SamePatternsGroupedHitObjects
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{
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public IReadOnlyList<SameRhythmGroupedHitObjects> Children { get; }
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public SamePatternsGroupedHitObjects? Previous { get; }
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/// <summary>
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/// The <see cref="SameRhythmGroupedHitObjects.Interval"/> between children <see cref="SameRhythmGroupedHitObjects"/> within this group.
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/// If there is only one child, this will have the value of the first child's <see cref="SameRhythmGroupedHitObjects.Interval"/>.
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/// </summary>
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public double ChildrenInterval => Children.Count > 1 ? Children[1].Interval : Children[0].Interval;
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/// <summary>
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/// The ratio of <see cref="ChildrenInterval"/> between this and the previous <see cref="SamePatternsGroupedHitObjects"/>. In the
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/// case where there is no previous <see cref="SamePatternsGroupedHitObjects"/>, this will have a value of 1.
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/// </summary>
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public double IntervalRatio => ChildrenInterval / Previous?.ChildrenInterval ?? 1.0d;
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public TaikoDifficultyHitObject FirstHitObject => Children[0].FirstHitObject;
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public IEnumerable<TaikoDifficultyHitObject> AllHitObjects => Children.SelectMany(child => child.Children);
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public SamePatternsGroupedHitObjects(SamePatternsGroupedHitObjects? previous, List<SameRhythmGroupedHitObjects> children)
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{
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Previous = previous;
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Children = children;
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}
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}
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}
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