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93 lines
3.7 KiB
C#
93 lines
3.7 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 osu.Game.Rulesets.Difficulty.Preprocessing;
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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 a group of <see cref="TaikoDifficultyHitObject"/>s with no rhythm variation.
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/// </summary>
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public class SameRhythmGroupedHitObjects : IntervalGroupedHitObjects<TaikoDifficultyHitObject>, IHasInterval
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{
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public TaikoDifficultyHitObject FirstHitObject => Children[0];
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public SameRhythmGroupedHitObjects? Previous;
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/// <summary>
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/// <see cref="DifficultyHitObject.StartTime"/> of the first hit object.
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/// </summary>
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public double StartTime => Children[0].StartTime;
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/// <summary>
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/// The interval between the first and final hit object within this group.
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/// </summary>
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public double Duration => Children[^1].StartTime - Children[0].StartTime;
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/// <summary>
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/// The interval in ms of each hit object in this <see cref="SameRhythmGroupedHitObjects"/>. This is only defined if there is
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/// more than two hit objects in this <see cref="SameRhythmGroupedHitObjects"/>.
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/// </summary>
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public double? HitObjectInterval;
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/// <summary>
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/// The ratio of <see cref="HitObjectInterval"/> between this and the previous <see cref="SameRhythmGroupedHitObjects"/>. In the
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/// case where one or both of the <see cref="HitObjectInterval"/> is undefined, this will have a value of 1.
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/// </summary>
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public double HitObjectIntervalRatio = 1;
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/// <inheritdoc/>
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public double Interval { get; private set; }
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public SameRhythmGroupedHitObjects(SameRhythmGroupedHitObjects? previous, List<TaikoDifficultyHitObject> data, ref int i)
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: base(data, ref i, 5)
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{
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Previous = previous;
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foreach (var hitObject in Children)
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{
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hitObject.Rhythm.SameRhythmGroupedHitObjects = this;
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// Pass the HitObjectInterval to each child.
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hitObject.HitObjectInterval = HitObjectInterval;
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}
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calculateIntervals();
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}
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public static List<SameRhythmGroupedHitObjects> GroupHitObjects(List<TaikoDifficultyHitObject> data)
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{
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List<SameRhythmGroupedHitObjects> flatPatterns = new List<SameRhythmGroupedHitObjects>();
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// Index does not need to be incremented, as it is handled within IntervalGroupedHitObjects's constructor.
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for (int i = 0; i < data.Count;)
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{
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SameRhythmGroupedHitObjects? previous = flatPatterns.Count > 0 ? flatPatterns[^1] : null;
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flatPatterns.Add(new SameRhythmGroupedHitObjects(previous, data, ref i));
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}
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return flatPatterns;
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}
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private void calculateIntervals()
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{
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// Calculate the average interval between hitobjects, or null if there are fewer than two.
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HitObjectInterval = Children.Count < 2 ? null : (Children[^1].StartTime - Children[0].StartTime) / (Children.Count - 1);
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// If both the current and previous intervals are available, calculate the ratio.
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if (Previous?.HitObjectInterval != null && HitObjectInterval != null)
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{
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HitObjectIntervalRatio = HitObjectInterval.Value / Previous.HitObjectInterval.Value;
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}
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if (Previous == null)
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{
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return;
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}
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Interval = StartTime - Previous.StartTime;
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}
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}
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}
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