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67 lines
2.7 KiB
C#
67 lines
2.7 KiB
C#
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Database;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Taiko.UI;
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namespace osu.Game.Rulesets.Taiko.Objects
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{
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public abstract class TaikoHitObject : HitObject
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{
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/// <summary>
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/// Diameter of a circle relative to the size of the <see cref="TaikoPlayfield"/>.
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/// </summary>
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public const float PLAYFIELD_RELATIVE_DIAMETER = 0.45f;
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/// <summary>
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/// Scale multiplier for a strong circle.
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/// </summary>
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public const float STRONG_CIRCLE_DIAMETER_SCALE = 1.4f;
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/// <summary>
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/// Default circle diameter.
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/// </summary>
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public const float DEFAULT_CIRCLE_DIAMETER = TaikoPlayfield.DEFAULT_PLAYFIELD_HEIGHT * PLAYFIELD_RELATIVE_DIAMETER;
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/// <summary>
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/// Default strong circle diameter.
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/// </summary>
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public const float DEFAULT_STRONG_CIRCLE_DIAMETER = DEFAULT_CIRCLE_DIAMETER * STRONG_CIRCLE_DIAMETER_SCALE;
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/// <summary>
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/// The time taken from the initial (off-screen) spawn position to the centre of the hit target for a <see cref="TimingControlPoint.BeatLength"/> of 1000ms.
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/// </summary>
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private const double scroll_time = 6000;
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/// <summary>
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/// Our adjusted <see cref="scroll_time"/> taking into consideration local <see cref="TimingControlPoint.BeatLength"/> and other speed multipliers.
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/// </summary>
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public double ScrollTime;
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/// <summary>
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/// Whether this HitObject is a "strong" type.
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/// Strong hit objects give more points for hitting the hit object with both keys.
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/// </summary>
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public bool IsStrong;
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/// <summary>
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/// Whether this HitObject is in Kiai time.
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/// </summary>
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public bool Kiai { get; protected set; }
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public override void ApplyDefaults(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
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{
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base.ApplyDefaults(controlPointInfo, difficulty);
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TimingControlPoint timingPoint = controlPointInfo.TimingPointAt(StartTime);
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DifficultyControlPoint difficultyPoint = controlPointInfo.DifficultyPointAt(StartTime);
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EffectControlPoint effectPoint = controlPointInfo.EffectPointAt(StartTime);
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ScrollTime = scroll_time * (timingPoint.BeatLength * difficultyPoint.SpeedMultiplier / 1000) / difficulty.SliderMultiplier;
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Kiai |= effectPoint.KiaiMode;
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}
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}
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} |