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osu-lazer/osu.Game.Rulesets.Vitaru/Objects/VitaruHitObject.cs
T
2018-03-18 22:43:16 -04:00

47 lines
1.3 KiB
C#

using osu.Game.Rulesets.Objects;
using OpenTK;
using OpenTK.Graphics;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Beatmaps;
namespace osu.Game.Rulesets.Vitaru.Objects
{
public abstract class VitaruHitObject : HitObject
{
public float BPM;
public float Ar { get; set; } = -1;
public float Cs { get; set; } = -1;
public Vector2 Position { get; set; }
public Vector2 StackedPosition => Position + StackOffset;
public virtual Vector2 EndPosition => Position;
public Vector2 StackedEndPosition => EndPosition + StackOffset;
public virtual int StackHeight { get; set; }
public Vector2 StackOffset => new Vector2(0,0);
public float Scale { get; set; } = 1;
public abstract HitObjectType Type { get; }
public Color4 ComboColour { get; set; }
public virtual bool NewCombo { get; set; }
public int ComboIndex { get; set; }
protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
{
base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
EffectControlPoint effectPoint = controlPointInfo.EffectPointAt(StartTime);
Scale = (1.0f - 0.7f * (difficulty.CircleSize - 5) / 5) / 2;
}
}
}