1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-12 09:37:24 +08:00
osu-lazer/osu.Game.Modes.Taiko/Objects/Swell.cs
smoogipooo b027d0d3b4 Changing duration is wrong, add HitMultiplier.
I don't know if this is the best way to handle this/if there's a better way, but this seems pretty sane?
This could be expanded on in the future to make swells harder/require more hits with a smaller duration.
2017-04-03 10:28:52 +09:00

36 lines
1.3 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 System;
using osu.Game.Beatmaps.Timing;
using osu.Game.Database;
using osu.Game.Modes.Objects.Types;
namespace osu.Game.Modes.Taiko.Objects
{
public class Swell : TaikoHitObject, IHasEndTime
{
public double EndTime { get; set; }
public double Duration => EndTime - StartTime;
/// <summary>
/// The multiplier for cases in which the number of required hits by a Swell is not
/// dependent on solely the overall difficulty and the duration of the swell.
/// </summary>
public double HitMultiplier { get; set; } = 1;
/// <summary>
/// The number of hits required to complete the swell successfully.
/// </summary>
public int RequiredHits { get; protected set; } = 10;
public override void ApplyDefaults(TimingInfo timing, BeatmapDifficulty difficulty)
{
base.ApplyDefaults(timing, difficulty);
double spinnerRotationRatio = BeatmapDifficulty.DifficultyRange(difficulty.OverallDifficulty, 3, 5, 7.5);
RequiredHits = (int)Math.Max(1, Duration / 1000f * spinnerRotationRatio * HitMultiplier);
}
}
}