mirror of
https://github.com/ppy/osu.git
synced 2024-11-18 19:32:58 +08:00
61 lines
2.4 KiB
C#
61 lines
2.4 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.Beatmaps;
|
|
using osu.Game.Beatmaps.ControlPoints;
|
|
using osu.Game.Rulesets.Objects;
|
|
|
|
namespace osu.Game.Rulesets.Taiko.Objects
|
|
{
|
|
public abstract class TaikoHitObject : HitObject
|
|
{
|
|
/// <summary>
|
|
/// Default size of a drawable taiko hit object.
|
|
/// </summary>
|
|
public const float DEFAULT_SIZE = 0.45f;
|
|
|
|
/// <summary>
|
|
/// Scale multiplier for a strong drawable taiko hit object.
|
|
/// </summary>
|
|
public const float STRONG_SCALE = 1.4f;
|
|
|
|
/// <summary>
|
|
/// Default size of a strong drawable taiko hit object.
|
|
/// </summary>
|
|
public const float DEFAULT_STRONG_SIZE = DEFAULT_SIZE * STRONG_SCALE;
|
|
|
|
/// <summary>
|
|
/// The time taken from the initial (off-screen) spawn position to the centre of the hit target for a <see cref="TimingControlPoint.BeatLength"/> of 1000ms.
|
|
/// </summary>
|
|
private const double scroll_time = 6000;
|
|
|
|
/// <summary>
|
|
/// Our adjusted <see cref="scroll_time"/> taking into consideration local <see cref="TimingControlPoint.BeatLength"/> and other speed multipliers.
|
|
/// </summary>
|
|
public double ScrollTime;
|
|
|
|
/// <summary>
|
|
/// Whether this HitObject is a "strong" type.
|
|
/// Strong hit objects give more points for hitting the hit object with both keys.
|
|
/// </summary>
|
|
public bool IsStrong;
|
|
|
|
/// <summary>
|
|
/// Whether this HitObject is in Kiai time.
|
|
/// </summary>
|
|
public bool Kiai { get; protected set; }
|
|
|
|
public override void ApplyDefaults(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
|
|
{
|
|
base.ApplyDefaults(controlPointInfo, difficulty);
|
|
|
|
TimingControlPoint timingPoint = controlPointInfo.TimingPointAt(StartTime);
|
|
DifficultyControlPoint difficultyPoint = controlPointInfo.DifficultyPointAt(StartTime);
|
|
EffectControlPoint effectPoint = controlPointInfo.EffectPointAt(StartTime);
|
|
|
|
ScrollTime = scroll_time * (timingPoint.BeatLength * difficultyPoint.SpeedMultiplier / 1000) / difficulty.SliderMultiplier;
|
|
|
|
Kiai |= effectPoint.KiaiMode;
|
|
}
|
|
}
|
|
} |