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osu-lazer/osu.Game/Rulesets/Difficulty/Preprocessing/DifficultyHitObject.cs
Samuel Cattini-Schultz 5b2dcea8a8 Refactor to encapsulate strain logic into Skill class
As strains are an implementation detail of the current Skill calculations, it makes sense that strain related logic should be encapsulated within the Skill class.
2021-04-03 20:47:43 +11:00

54 lines
2.1 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.Game.Rulesets.Objects;
namespace osu.Game.Rulesets.Difficulty.Preprocessing
{
/// <summary>
/// Wraps a <see cref="HitObject"/> and provides additional information to be used for difficulty calculation.
/// </summary>
public class DifficultyHitObject
{
/// <summary>
/// The <see cref="HitObject"/> this <see cref="DifficultyHitObject"/> wraps.
/// </summary>
public readonly HitObject BaseObject;
/// <summary>
/// The last <see cref="HitObject"/> which occurs before <see cref="BaseObject"/>.
/// </summary>
public readonly HitObject LastObject;
/// <summary>
/// Amount of time elapsed between <see cref="BaseObject"/> and <see cref="LastObject"/>, adjusted by clockrate.
/// </summary>
public readonly double DeltaTime;
/// <summary>
/// Clockrate adjusted start time of <see cref="BaseObject"/>.
/// </summary>
public readonly double StartTime;
/// <summary>
/// Clockrate adjusted end time of <see cref="BaseObject"/>.
/// </summary>
public readonly double EndTime;
/// <summary>
/// Creates a new <see cref="DifficultyHitObject"/>.
/// </summary>
/// <param name="hitObject">The <see cref="HitObject"/> which this <see cref="DifficultyHitObject"/> wraps.</param>
/// <param name="lastObject">The last <see cref="HitObject"/> which occurs before <paramref name="hitObject"/> in the beatmap.</param>
/// <param name="clockRate">The rate at which the gameplay clock is run at.</param>
public DifficultyHitObject(HitObject hitObject, HitObject lastObject, double clockRate)
{
BaseObject = hitObject;
LastObject = lastObject;
DeltaTime = (hitObject.StartTime - lastObject.StartTime) / clockRate;
StartTime = hitObject.StartTime / clockRate;
EndTime = hitObject.GetEndTime() / clockRate;
}
}
}