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86 lines
2.8 KiB
C#
86 lines
2.8 KiB
C#
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Objects;
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using OpenTK;
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using osu.Game.Rulesets.Objects.Types;
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using OpenTK.Graphics;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Osu.Objects
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{
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public abstract class OsuHitObject : HitObject, IHasCombo, IHasPosition
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{
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public const double OBJECT_RADIUS = 64;
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private const double hittable_range = 300;
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private const double hit_window_50 = 150;
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private const double hit_window_100 = 80;
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private const double hit_window_300 = 30;
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public float TimePreempt = 600;
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public float TimeFadein = 400;
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public Vector2 Position { get; set; }
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public float X => Position.X;
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public float Y => Position.Y;
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public Vector2 StackedPosition => Position + StackOffset;
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public virtual Vector2 EndPosition => Position;
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public Vector2 StackedEndPosition => EndPosition + StackOffset;
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public virtual int StackHeight { get; set; }
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public Vector2 StackOffset => new Vector2(StackHeight * Scale * -6.4f);
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public double Radius => OBJECT_RADIUS * Scale;
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public float Scale { get; set; } = 1;
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public Color4 ComboColour { get; set; } = Color4.Gray;
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public virtual bool NewCombo { get; set; }
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public int ComboIndex { get; set; }
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public double HitWindowFor(HitResult result)
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{
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switch (result)
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{
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default:
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return 300;
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case HitResult.Meh:
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return 150;
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case HitResult.Good:
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return 80;
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case HitResult.Great:
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return 30;
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}
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}
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public HitResult ScoreResultForOffset(double offset)
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{
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if (offset < HitWindowFor(HitResult.Great))
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return HitResult.Great;
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if (offset < HitWindowFor(HitResult.Good))
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return HitResult.Good;
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if (offset < HitWindowFor(HitResult.Meh))
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return HitResult.Meh;
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return HitResult.Miss;
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}
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protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
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{
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base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
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TimePreempt = (float)BeatmapDifficulty.DifficultyRange(difficulty.ApproachRate, 1800, 1200, 450);
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TimeFadein = (float)BeatmapDifficulty.DifficultyRange(difficulty.ApproachRate, 1200, 800, 300);
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Scale = (1.0f - 0.7f * (difficulty.CircleSize - 5) / 5) / 2;
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}
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}
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}
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