1
0
mirror of https://github.com/ppy/osu.git synced 2024-12-26 17:13:07 +08:00
osu-lazer/osu.Game.Rulesets.Taiko/Objects/TaikoHitObject.cs
2019-01-24 17:43:03 +09:00

47 lines
1.5 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 osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Taiko.Judgements;
namespace osu.Game.Rulesets.Taiko.Objects
{
public abstract class TaikoHitObject : HitObject
{
/// <summary>
/// Default size of a drawable taiko hit object.
/// </summary>
public const float DEFAULT_SIZE = 0.45f;
/// <summary>
/// Scale multiplier for a strong drawable taiko hit object.
/// </summary>
public const float STRONG_SCALE = 1.4f;
/// <summary>
/// Default size of a strong drawable taiko hit object.
/// </summary>
public const float DEFAULT_STRONG_SIZE = DEFAULT_SIZE * STRONG_SCALE;
/// <summary>
/// Whether this HitObject is a "strong" type.
/// Strong hit objects give more points for hitting the hit object with both keys.
/// </summary>
public virtual bool IsStrong { get; set; }
protected override void CreateNestedHitObjects()
{
base.CreateNestedHitObjects();
if (IsStrong)
AddNested(new StrongHitObject { StartTime = (this as IHasEndTime)?.EndTime ?? StartTime });
}
public override Judgement CreateJudgement() => new TaikoJudgement();
protected override HitWindows CreateHitWindows() => new TaikoHitWindows();
}
}