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osu-lazer/osu.Game.Rulesets.Taiko/Objects/DrumRollTick.cs
ekrctb 11e1b22bf5 Move MaximumJudgementOffset to HitObject
We want to access this property for computing lifetime
2023-01-19 21:23:55 +09:00

43 lines
1.3 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.
#nullable disable
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Taiko.Judgements;
namespace osu.Game.Rulesets.Taiko.Objects
{
public class DrumRollTick : TaikoStrongableHitObject
{
/// <summary>
/// Whether this is the first (initial) tick of the slider.
/// </summary>
public bool FirstTick;
/// <summary>
/// The length (in milliseconds) between this tick and the next.
/// <para>Half of this value is the hit window of the tick.</para>
/// </summary>
public double TickSpacing;
/// <summary>
/// The time allowed to hit this tick.
/// </summary>
public double HitWindow => TickSpacing / 2;
public override Judgement CreateJudgement() => new TaikoDrumRollTickJudgement();
protected override HitWindows CreateHitWindows() => HitWindows.Empty;
public override double MaximumJudgementOffset => HitWindow;
protected override StrongNestedHitObject CreateStrongNestedHit(double startTime) => new StrongNestedHit { StartTime = startTime };
public class StrongNestedHit : StrongNestedHitObject
{
}
}
}