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122 lines
4.4 KiB
C#
122 lines
4.4 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 Newtonsoft.Json;
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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.Judgements;
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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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/// A small adjustment to the start time of control points to account for rounding/precision errors.
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/// </summary>
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private const double control_point_leniency = 1;
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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<HitSampleInfo> 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<HitSampleInfo> Samples
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{
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get => samples ?? (samples = new List<HitSampleInfo>());
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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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/// <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 List<HitObject> nestedHitObjects = new List<HitObject>();
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[JsonIgnore]
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public IReadOnlyList<HitObject> NestedHitObjects => nestedHitObjects;
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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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// This is done here since ApplyDefaultsToSelf may be used to determine the end time
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SampleControlPoint = controlPointInfo.SamplePointAt(((this as IHasEndTime)?.EndTime ?? StartTime) + control_point_leniency);
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nestedHitObjects.Clear();
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CreateNestedHitObjects();
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nestedHitObjects.Sort((h1, h2) => h1.StartTime.CompareTo(h2.StartTime));
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foreach (var h in nestedHitObjects)
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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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protected virtual void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
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{
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Kiai = controlPointInfo.EffectPointAt(StartTime + control_point_leniency).KiaiMode;
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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.Add(hitObject);
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/// <summary>
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/// Creates the <see cref="Judgement"/> that represents the scoring information for this <see cref="HitObject"/>.
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/// May be null.
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/// </summary>
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public virtual Judgement CreateJudgement() => null;
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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{T}"/>.
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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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