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osu-lazer/osu.Game.Rulesets.Taiko/Objects/TaikoHitObject.cs
smoogipooo 3cdfd2eef5 Split ControlPoint into different types.
# Conflicts:
#	osu.Game.Rulesets.Mania/UI/Column.cs
2017-05-23 14:03:40 +09:00

68 lines
2.7 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 osu.Game.Beatmaps.ControlPoints;
using osu.Game.Beatmaps.Timing;
using osu.Game.Database;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Taiko.UI;
namespace osu.Game.Rulesets.Taiko.Objects
{
public abstract class TaikoHitObject : HitObject
{
/// <summary>
/// Diameter of a circle relative to the size of the <see cref="TaikoPlayfield"/>.
/// </summary>
public const float PLAYFIELD_RELATIVE_DIAMETER = 0.5f;
/// <summary>
/// Scale multiplier for a strong circle.
/// </summary>
public const float STRONG_CIRCLE_DIAMETER_SCALE = 1.5f;
/// <summary>
/// Default circle diameter.
/// </summary>
public const float DEFAULT_CIRCLE_DIAMETER = TaikoPlayfield.DEFAULT_PLAYFIELD_HEIGHT * PLAYFIELD_RELATIVE_DIAMETER;
/// <summary>
/// Default strong circle diameter.
/// </summary>
public const float DEFAULT_STRONG_CIRCLE_DIAMETER = DEFAULT_CIRCLE_DIAMETER * STRONG_CIRCLE_DIAMETER_SCALE;
/// <summary>
/// The time taken from the initial (off-screen) spawn position to the centre of the hit target for a <see cref="ControlPoint.BeatLength"/> of 1000ms.
/// </summary>
private const double scroll_time = 6000;
/// <summary>
/// Our adjusted <see cref="scroll_time"/> taking into consideration local <see cref="ControlPoint.BeatLength"/> and other speed multipliers.
/// </summary>
public double ScrollTime;
/// <summary>
/// Whether this HitObject is a "strong" type.
/// Strong hit objects give more points for hitting the hit object with both keys.
/// </summary>
public bool IsStrong;
/// <summary>
/// Whether this HitObject is in Kiai time.
/// </summary>
public bool Kiai { get; protected set; }
public override void ApplyDefaults(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
{
base.ApplyDefaults(controlPointInfo, difficulty);
TimingControlPoint timingPoint = controlPointInfo.TimingPointAt(StartTime);
DifficultyControlPoint difficultyPoint = controlPointInfo.DifficultyPointAt(StartTime);
EffectControlPoint effectPoint = controlPointInfo.EffectPointAt(StartTime);
ScrollTime = scroll_time * (timingPoint.BeatLength * difficultyPoint.SpeedMultiplier / 1000) / difficulty.SliderMultiplier;
Kiai |= effectPoint.KiaiMode;
}
}
}