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110 lines
3.4 KiB
C#
110 lines
3.4 KiB
C#
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System.Collections.Generic;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Database;
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using osu.Game.Rulesets.Objects.Types;
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namespace osu.Game.Rulesets.Mania.Objects
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{
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/// <summary>
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/// Represents a hit object which requires pressing, holding, and releasing a key.
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/// </summary>
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public class HoldNote : ManiaHitObject, IHasEndTime
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{
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public double EndTime => StartTime + Duration;
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private double duration;
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public double Duration
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{
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get { return duration; }
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set
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{
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duration = value;
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Tail.StartTime = EndTime;
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}
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}
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public override double StartTime
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{
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get { return base.StartTime; }
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set
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{
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base.StartTime = value;
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Head.StartTime = value;
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Tail.StartTime = EndTime;
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}
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}
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/// <summary>
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/// The head note of the hold.
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/// </summary>
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public readonly Note Head = new Note();
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/// <summary>
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/// The tail note of the hold.
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/// </summary>
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public readonly Note Tail = new TailNote();
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/// <summary>
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/// The time between ticks of this hold.
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/// </summary>
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private double tickSpacing = 50;
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public override void ApplyDefaults(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
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{
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base.ApplyDefaults(controlPointInfo, difficulty);
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TimingControlPoint timingPoint = controlPointInfo.TimingPointAt(StartTime);
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tickSpacing = timingPoint.BeatLength / difficulty.SliderTickRate;
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Head.ApplyDefaults(controlPointInfo, difficulty);
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Tail.ApplyDefaults(controlPointInfo, difficulty);
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}
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/// <summary>
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/// The scoring scoring ticks of the hold note.
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/// </summary>
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public IEnumerable<HoldNoteTick> Ticks => ticks ?? (ticks = createTicks());
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private List<HoldNoteTick> ticks;
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private List<HoldNoteTick> createTicks()
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{
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var ret = new List<HoldNoteTick>();
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if (tickSpacing == 0)
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return ret;
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for (double t = StartTime + tickSpacing; t <= EndTime - tickSpacing; t += tickSpacing)
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{
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ret.Add(new HoldNoteTick
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{
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StartTime = t
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});
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}
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return ret;
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}
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/// <summary>
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/// The tail of the hold note.
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/// </summary>
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private class TailNote : Note
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{
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/// <summary>
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/// Lenience of release hit windows. This is to make cases where the hold note release
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/// is timed alongside presses of other hit objects less awkward.
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/// </summary>
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private const double release_window_lenience = 1.5;
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public override void ApplyDefaults(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
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{
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base.ApplyDefaults(controlPointInfo, difficulty);
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HitWindows *= release_window_lenience;
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}
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}
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}
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}
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