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64 lines
2.7 KiB
C#
64 lines
2.7 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Taiko.Difficulty.Utils;
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namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Rhythm.Data
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{
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/// <summary>
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/// Represents a group of <see cref="TaikoDifficultyHitObject"/>s with no rhythm variation.
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/// </summary>
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public class SameRhythmHitObjectGrouping : IHasInterval
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{
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public readonly List<TaikoDifficultyHitObject> HitObjects;
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public TaikoDifficultyHitObject FirstHitObject => HitObjects[0];
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public readonly SameRhythmHitObjectGrouping? Previous;
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/// <summary>
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/// <see cref="DifficultyHitObject.StartTime"/> of the first hit object.
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/// </summary>
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public double StartTime => HitObjects[0].StartTime;
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/// <summary>
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/// The interval between the first and final hit object within this group.
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/// </summary>
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public double Duration => HitObjects[^1].StartTime - HitObjects[0].StartTime;
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/// <summary>
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/// The interval in ms of each hit object in this <see cref="SameRhythmHitObjectGrouping"/>. This is only defined if there is
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/// more than two hit objects in this <see cref="SameRhythmHitObjectGrouping"/>.
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/// </summary>
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public readonly double? HitObjectInterval;
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/// <summary>
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/// The ratio of <see cref="HitObjectInterval"/> between this and the previous <see cref="SameRhythmHitObjectGrouping"/>. In the
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/// case where one or both of the <see cref="HitObjectInterval"/> is undefined, this will have a value of 1.
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/// </summary>
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public readonly double HitObjectIntervalRatio;
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/// <inheritdoc/>
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public double Interval { get; }
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public SameRhythmHitObjectGrouping(SameRhythmHitObjectGrouping? previous, List<TaikoDifficultyHitObject> hitObjects)
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{
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Previous = previous;
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HitObjects = hitObjects;
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// Calculate the average interval between hitobjects, or null if there are fewer than two
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HitObjectInterval = HitObjects.Count < 2 ? null : Duration / (HitObjects.Count - 1);
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// Calculate the ratio between this group's interval and the previous group's interval
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HitObjectIntervalRatio = Previous?.HitObjectInterval != null && HitObjectInterval != null
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? HitObjectInterval.Value / Previous.HitObjectInterval.Value
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: 1;
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// Calculate the interval from the previous group's start time
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Interval = Previous != null ? StartTime - Previous.StartTime : double.PositiveInfinity;
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}
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}
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}
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