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osu-lazer/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyAttributes.cs
2022-02-16 14:09:19 +09:00

68 lines
2.5 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 System.Collections.Generic;
using Newtonsoft.Json;
using osu.Game.Rulesets.Difficulty;
namespace osu.Game.Rulesets.Taiko.Difficulty
{
public class TaikoDifficultyAttributes : DifficultyAttributes
{
/// <summary>
/// The difficulty corresponding to the stamina skill.
/// </summary>
[JsonProperty("stamina_difficulty")]
public double StaminaDifficulty { get; set; }
/// <summary>
/// The difficulty corresponding to the rhythm skill.
/// </summary>
[JsonProperty("rhythm_difficulty")]
public double RhythmDifficulty { get; set; }
/// <summary>
/// The difficulty corresponding to the colour skill.
/// </summary>
[JsonProperty("colour_difficulty")]
public double ColourDifficulty { get; set; }
/// <summary>
/// The perceived approach rate inclusive of rate-adjusting mods (DT/HT/etc).
/// </summary>
/// <remarks>
/// Rate-adjusting mods don't directly affect the approach rate difficulty value, but have a perceived effect as a result of adjusting audio timing.
/// </remarks>
[JsonProperty("approach_rate")]
public double ApproachRate { get; set; }
/// <summary>
/// The perceived hit window for a GREAT hit inclusive of rate-adjusting mods (DT/HT/etc).
/// </summary>
/// <remarks>
/// Rate-adjusting mods don't directly affect the hit window, but have a perceived effect as a result of adjusting audio timing.
/// </remarks>
[JsonProperty("great_hit_window")]
public double GreatHitWindow { get; set; }
public override IEnumerable<(int attributeId, object value)> ToDatabaseAttributes()
{
foreach (var v in base.ToDatabaseAttributes())
yield return v;
yield return (ATTRIB_ID_MAX_COMBO, MaxCombo);
yield return (ATTRIB_ID_DIFFICULTY, StarRating);
yield return (ATTRIB_ID_GREAT_HIT_WINDOW, GreatHitWindow);
}
public override void FromDatabaseAttributes(IReadOnlyDictionary<int, double> values)
{
base.FromDatabaseAttributes(values);
MaxCombo = (int)values[ATTRIB_ID_MAX_COMBO];
StarRating = values[ATTRIB_ID_DIFFICULTY];
GreatHitWindow = values[ATTRIB_ID_GREAT_HIT_WINDOW];
}
}
}