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osu-lazer/osu.Game.Modes.Osu/Objects/OsuHitObject.cs
Dean Herbert 0785dd8528
Change default OsuHitObject combo colour to gray
This makes it easier to see additive elements in testcases.
2017-03-23 17:15:39 +09:00

77 lines
2.5 KiB
C#

// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Game.Modes.Objects;
using OpenTK;
using osu.Game.Modes.Osu.Objects.Drawables;
using osu.Game.Modes.Objects.Types;
using OpenTK.Graphics;
using osu.Game.Beatmaps.Timing;
using osu.Game.Database;
namespace osu.Game.Modes.Osu.Objects
{
public abstract class OsuHitObject : HitObject, IHasCombo, IHasPosition
{
public const double OBJECT_RADIUS = 64;
private const double hittable_range = 300;
private const double hit_window_50 = 150;
private const double hit_window_100 = 80;
private const double hit_window_300 = 30;
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(StackHeight * Scale * -6.4f);
public double Radius => OBJECT_RADIUS * Scale;
public float Scale { get; set; } = 1;
public Color4 ComboColour { get; set; } = Color4.Gray;
public virtual bool NewCombo { get; set; }
public int ComboIndex { get; set; }
public double HitWindowFor(OsuScoreResult result)
{
switch (result)
{
default:
return 300;
case OsuScoreResult.Hit50:
return 150;
case OsuScoreResult.Hit100:
return 80;
case OsuScoreResult.Hit300:
return 30;
}
}
public OsuScoreResult ScoreResultForOffset(double offset)
{
if (offset < HitWindowFor(OsuScoreResult.Hit300))
return OsuScoreResult.Hit300;
if (offset < HitWindowFor(OsuScoreResult.Hit100))
return OsuScoreResult.Hit100;
if (offset < HitWindowFor(OsuScoreResult.Hit50))
return OsuScoreResult.Hit50;
return OsuScoreResult.Miss;
}
public override void ApplyDefaults(TimingInfo timing, BeatmapDifficulty difficulty)
{
base.ApplyDefaults(timing, difficulty);
Scale = (1.0f - 0.7f * (difficulty.CircleSize - 5) / 5) / 2;
}
}
}