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osu-lazer/osu.Game/Rulesets/Objects/Legacy/ConvertSlider.cs
2023-10-17 17:48:51 +09:00

65 lines
2.2 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 osu.Game.Rulesets.Objects.Types;
using System.Collections.Generic;
using Newtonsoft.Json;
using osu.Framework.Bindables;
using osu.Game.Audio;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
namespace osu.Game.Rulesets.Objects.Legacy
{
internal abstract class ConvertSlider : ConvertHitObject, IHasPathWithRepeats, IHasSliderVelocity
{
/// <summary>
/// Scoring distance with a speed-adjusted beat length of 1 second.
/// </summary>
private const float base_scoring_distance = 100;
/// <summary>
/// <see cref="ConvertSlider"/>s don't need a curve since they're converted to ruleset-specific hitobjects.
/// </summary>
public SliderPath Path { get; set; } = null!;
public double Distance => Path.Distance;
public IList<IList<HitSampleInfo>> NodeSamples { get; set; } = null!;
public int RepeatCount { get; set; }
[JsonIgnore]
public double Duration
{
get => this.SpanCount() * Distance / Velocity;
set => throw new System.NotSupportedException($"Adjust via {nameof(RepeatCount)} instead"); // can be implemented if/when needed.
}
public double EndTime => StartTime + Duration;
public double Velocity = 1;
public BindableNumber<double> SliderVelocityMultiplierBindable { get; } = new BindableDouble(1);
public double SliderVelocityMultiplier
{
get => SliderVelocityMultiplierBindable.Value;
set => SliderVelocityMultiplierBindable.Value = value;
}
protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, IBeatmapDifficultyInfo difficulty)
{
base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
TimingControlPoint timingPoint = controlPointInfo.TimingPointAt(StartTime);
double scoringDistance = base_scoring_distance * difficulty.SliderMultiplier * SliderVelocityMultiplier;
Velocity = scoringDistance / timingPoint.BeatLength;
}
}
}