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118 lines
4.2 KiB
C#
118 lines
4.2 KiB
C#
// Copyright (c) 2007-2018 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 System;
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using System.Collections.Generic;
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using Newtonsoft.Json;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Lists;
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using osu.Game.Audio;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Objects.Types;
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namespace osu.Game.Rulesets.Objects
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{
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/// <summary>
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/// A HitObject describes an object in a Beatmap.
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/// <para>
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/// HitObjects may contain more properties for which you should be checking through the IHas* types.
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/// </para>
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/// </summary>
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public class HitObject
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{
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/// <summary>
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/// The time at which the HitObject starts.
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/// </summary>
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public virtual double StartTime { get; set; }
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private List<SampleInfo> samples;
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/// <summary>
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/// The samples to be played when this hit object is hit.
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/// <para>
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/// In the case of <see cref="IHasRepeats"/> types, this is the sample of the curve body
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/// and can be treated as the default samples for the hit object.
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/// </para>
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/// </summary>
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public List<SampleInfo> Samples
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{
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get => samples ?? (samples = new List<SampleInfo>());
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set => samples = value;
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}
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[JsonIgnore]
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public SampleControlPoint SampleControlPoint;
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/// <summary>
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/// Whether this <see cref="HitObject"/> is in Kiai time.
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/// </summary>
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[JsonIgnore]
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public bool Kiai { get; private set; }
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private float overallDifficulty = BeatmapDifficulty.DEFAULT_DIFFICULTY;
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/// <summary>
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/// The hit windows for this <see cref="HitObject"/>.
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/// </summary>
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public HitWindows HitWindows { get; set; }
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private readonly Lazy<SortedList<HitObject>> nestedHitObjects = new Lazy<SortedList<HitObject>>(() => new SortedList<HitObject>((h1, h2) => h1.StartTime.CompareTo(h2.StartTime)));
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[JsonIgnore]
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public IReadOnlyList<HitObject> NestedHitObjects => nestedHitObjects.Value;
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/// <summary>
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/// Applies default values to this HitObject.
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/// </summary>
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/// <param name="controlPointInfo">The control points.</param>
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/// <param name="difficulty">The difficulty settings to use.</param>
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public void ApplyDefaults(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
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{
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ApplyDefaultsToSelf(controlPointInfo, difficulty);
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if (nestedHitObjects.IsValueCreated)
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nestedHitObjects.Value.Clear();
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CreateNestedHitObjects();
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if (nestedHitObjects.IsValueCreated)
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{
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nestedHitObjects.Value.ForEach(h =>
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{
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h.HitWindows = HitWindows;
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h.ApplyDefaults(controlPointInfo, difficulty);
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});
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}
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}
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protected virtual void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
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{
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SampleControlPoint samplePoint = controlPointInfo.SamplePointAt(StartTime);
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EffectControlPoint effectPoint = controlPointInfo.EffectPointAt(StartTime);
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Kiai = effectPoint.KiaiMode;
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SampleControlPoint = samplePoint;
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if (HitWindows == null)
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HitWindows = CreateHitWindows();
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HitWindows?.SetDifficulty(difficulty.OverallDifficulty);
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}
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protected virtual void CreateNestedHitObjects()
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{
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}
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protected void AddNested(HitObject hitObject) => nestedHitObjects.Value.Add(hitObject);
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/// <summary>
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/// Creates the <see cref="HitWindows"/> for this <see cref="HitObject"/>.
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/// This can be null to indicate that the <see cref="HitObject"/> has no <see cref="HitWindows"/>.
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/// <para>
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/// This will only be invoked if <see cref="HitWindows"/> hasn't been set externally (e.g. from a <see cref="BeatmapConverter"/>.
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/// </para>
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/// </summary>
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protected virtual HitWindows CreateHitWindows() => new HitWindows();
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}
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}
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