1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-11 13:37:25 +08:00
osu-lazer/osu.Game.Rulesets.Taiko/Objects/DrumRoll.cs
2023-12-06 15:59:34 +09:00

124 lines
4.0 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.
using System.Threading;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Taiko.Beatmaps;
using osuTK;
namespace osu.Game.Rulesets.Taiko.Objects
{
public class DrumRoll : TaikoStrongableHitObject, IHasPath
{
/// <summary>
/// Drum roll distance that results in a duration of 1 speed-adjusted beat length.
/// </summary>
private const float base_distance = 100;
public double EndTime
{
get => StartTime + Duration;
set => Duration = value - StartTime;
}
public double Duration { get; set; }
/// <summary>
/// Velocity of this <see cref="DrumRoll"/>.
/// </summary>
public double Velocity { get; private set; }
/// <summary>
/// Numer of ticks per beat length.
/// </summary>
public int TickRate = 1;
/// <summary>
/// The length (in milliseconds) between ticks of this drumroll.
/// <para>Half of this value is the hit window of the ticks.</para>
/// </summary>
private double tickSpacing = 100;
protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, IBeatmapDifficultyInfo difficulty)
{
base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
TimingControlPoint timingPoint = controlPointInfo.TimingPointAt(StartTime);
EffectControlPoint effectPoint = controlPointInfo.EffectPointAt(StartTime);
double scoringDistance = base_distance * (difficulty.SliderMultiplier * TaikoBeatmapConverter.VELOCITY_MULTIPLIER) * effectPoint.ScrollSpeed;
Velocity = scoringDistance / timingPoint.BeatLength;
TickRate = difficulty.SliderTickRate == 3 ? 3 : 4;
tickSpacing = timingPoint.BeatLength / TickRate;
}
protected override void CreateNestedHitObjects(CancellationToken cancellationToken)
{
createTicks(cancellationToken);
base.CreateNestedHitObjects(cancellationToken);
}
private void createTicks(CancellationToken cancellationToken)
{
if (tickSpacing == 0)
return;
bool first = true;
for (double t = StartTime; t < EndTime + tickSpacing / 2; t += tickSpacing)
{
cancellationToken.ThrowIfCancellationRequested();
AddNested(new DrumRollTick(this)
{
FirstTick = first,
TickSpacing = tickSpacing,
StartTime = t,
IsStrong = IsStrong,
Samples = Samples
});
first = false;
}
}
public override Judgement CreateJudgement() => new IgnoreJudgement();
protected override HitWindows CreateHitWindows() => HitWindows.Empty;
protected override StrongNestedHitObject CreateStrongNestedHit(double startTime) => new StrongNestedHit(this)
{
StartTime = startTime,
Samples = Samples
};
public class StrongNestedHit : StrongNestedHitObject
{
// The strong hit of the drum roll doesn't actually provide any score.
public override Judgement CreateJudgement() => new IgnoreJudgement();
public StrongNestedHit(TaikoHitObject parent)
: base(parent)
{
}
}
#region LegacyBeatmapEncoder
double IHasDistance.Distance => Duration * Velocity;
SliderPath IHasPath.Path
=> new SliderPath(PathType.LINEAR, new[] { Vector2.Zero, new Vector2(1) }, ((IHasDistance)this).Distance / TaikoBeatmapConverter.VELOCITY_MULTIPLIER);
#endregion
}
}