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7acd186a3d
While `EndTime + tickSpacing` _was_ closer to what stable was using, it could cause undesirable edge cases wherein a tick would be spawned outside of the drum roll's duration (see https://github.com/ppy/osu/pull/23768/files#r1222073027). For this reason, stick with the old code for now, as it is not as susceptible to that sort of breakage.
137 lines
4.3 KiB
C#
137 lines
4.3 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Game.Rulesets.Objects.Types;
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using System.Threading;
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using osu.Framework.Bindables;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Beatmaps.Formats;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Scoring;
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using osuTK;
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namespace osu.Game.Rulesets.Taiko.Objects
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{
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public class DrumRoll : TaikoStrongableHitObject, IHasPath, IHasSliderVelocity
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{
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/// <summary>
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/// Drum roll distance that results in a duration of 1 speed-adjusted beat length.
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/// </summary>
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private const float base_distance = 100;
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public double EndTime
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{
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get => StartTime + Duration;
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set => Duration = value - StartTime;
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}
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public double Duration { get; set; }
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/// <summary>
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/// Velocity of this <see cref="DrumRoll"/>.
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/// </summary>
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public double Velocity { get; private set; }
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public BindableNumber<double> SliderVelocityBindable { get; } = new BindableDouble(1)
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{
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Precision = 0.01,
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MinValue = 0.1,
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MaxValue = 10
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};
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public double SliderVelocity
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{
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get => SliderVelocityBindable.Value;
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set => SliderVelocityBindable.Value = value;
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}
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/// <summary>
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/// Numer of ticks per beat length.
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/// </summary>
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public int TickRate = 1;
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/// <summary>
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/// The length (in milliseconds) between ticks of this drumroll.
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/// <para>Half of this value is the hit window of the ticks.</para>
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/// </summary>
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private double tickSpacing = 100;
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protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, IBeatmapDifficultyInfo difficulty)
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{
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base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
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TimingControlPoint timingPoint = controlPointInfo.TimingPointAt(StartTime);
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double scoringDistance = base_distance * difficulty.SliderMultiplier * SliderVelocity;
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Velocity = scoringDistance / timingPoint.BeatLength;
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TickRate = difficulty.SliderTickRate == 3 ? 3 : 4;
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tickSpacing = timingPoint.BeatLength / TickRate;
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}
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protected override void CreateNestedHitObjects(CancellationToken cancellationToken)
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{
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createTicks(cancellationToken);
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base.CreateNestedHitObjects(cancellationToken);
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}
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private void createTicks(CancellationToken cancellationToken)
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{
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if (tickSpacing == 0)
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return;
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bool first = true;
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for (double t = StartTime; t < EndTime + tickSpacing / 2; t += tickSpacing)
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{
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cancellationToken.ThrowIfCancellationRequested();
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AddNested(new DrumRollTick
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{
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FirstTick = first,
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TickSpacing = tickSpacing,
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StartTime = t,
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IsStrong = IsStrong,
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Samples = Samples
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});
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first = false;
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}
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}
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public override Judgement CreateJudgement() => new IgnoreJudgement();
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protected override HitWindows CreateHitWindows() => HitWindows.Empty;
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protected override StrongNestedHitObject CreateStrongNestedHit(double startTime) => new StrongNestedHit(this)
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{
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StartTime = startTime,
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Samples = Samples
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};
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public class StrongNestedHit : StrongNestedHitObject
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{
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// The strong hit of the drum roll doesn't actually provide any score.
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public override Judgement CreateJudgement() => new IgnoreJudgement();
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public StrongNestedHit(TaikoHitObject parent)
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: base(parent)
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{
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}
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}
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#region LegacyBeatmapEncoder
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double IHasDistance.Distance => Duration * Velocity;
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SliderPath IHasPath.Path
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=> new SliderPath(PathType.Linear, new[] { Vector2.Zero, new Vector2(1) }, ((IHasDistance)this).Distance / LegacyBeatmapEncoder.LEGACY_TAIKO_VELOCITY_MULTIPLIER);
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#endregion
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}
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}
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