1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-15 18:37:52 +08:00
osu-lazer/osu.Game.Rulesets.Mania/Mods/IManiaRateAdjustmentMod.cs
2023-08-24 11:17:41 +09:00

48 lines
1.6 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using osu.Framework.Bindables;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Mania.Objects;
using osu.Game.Rulesets.Mania.Scoring;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Mania.Mods
{
/// <summary>
/// May be attached to rate-adjustment mods to adjust hit windows adjust relative to gameplay rate.
/// </summary>
/// <remarks>
/// Historically, in osu!mania, hit windows are expected to adjust relative to the gameplay rate such that the real-world hit window remains the same.
/// </remarks>
public interface IManiaRateAdjustmentMod : IApplicableToDifficulty, IApplicableToHitObject
{
BindableNumber<double> SpeedChange { get; }
HitWindows HitWindows { get; set; }
void IApplicableToDifficulty.ApplyToDifficulty(BeatmapDifficulty difficulty)
{
HitWindows = new ManiaHitWindows(SpeedChange.Value);
HitWindows.SetDifficulty(difficulty.OverallDifficulty);
}
void IApplicableToHitObject.ApplyToHitObject(HitObject hitObject)
{
switch (hitObject)
{
case Note:
hitObject.HitWindows = HitWindows;
break;
case HoldNote hold:
hold.Head.HitWindows = HitWindows;
hold.Tail.HitWindows = HitWindows;
break;
}
}
}
}