mirror of
https://github.com/ppy/osu.git
synced 2024-11-11 10:33:30 +08:00
48 lines
1.6 KiB
C#
48 lines
1.6 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.Framework.Bindables;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Rulesets.Mania.Objects;
|
|
using osu.Game.Rulesets.Mania.Scoring;
|
|
using osu.Game.Rulesets.Mods;
|
|
using osu.Game.Rulesets.Objects;
|
|
using osu.Game.Rulesets.Scoring;
|
|
|
|
namespace osu.Game.Rulesets.Mania.Mods
|
|
{
|
|
/// <summary>
|
|
/// May be attached to rate-adjustment mods to adjust hit windows adjust relative to gameplay rate.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Historically, in osu!mania, hit windows are expected to adjust relative to the gameplay rate such that the real-world hit window remains the same.
|
|
/// </remarks>
|
|
public interface IManiaRateAdjustmentMod : IApplicableToDifficulty, IApplicableToHitObject
|
|
{
|
|
BindableNumber<double> SpeedChange { get; }
|
|
|
|
HitWindows HitWindows { get; set; }
|
|
|
|
void IApplicableToDifficulty.ApplyToDifficulty(BeatmapDifficulty difficulty)
|
|
{
|
|
HitWindows = new ManiaHitWindows(SpeedChange.Value);
|
|
HitWindows.SetDifficulty(difficulty.OverallDifficulty);
|
|
}
|
|
|
|
void IApplicableToHitObject.ApplyToHitObject(HitObject hitObject)
|
|
{
|
|
switch (hitObject)
|
|
{
|
|
case Note:
|
|
hitObject.HitWindows = HitWindows;
|
|
break;
|
|
|
|
case HoldNote hold:
|
|
hold.Head.HitWindows = HitWindows;
|
|
hold.Tail.HitWindows = HitWindows;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|