mirror of
https://github.com/ppy/osu
synced 2024-12-20 22:05:36 +00:00
161 lines
5.4 KiB
C#
161 lines
5.4 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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#nullable disable
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using System;
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using System.Linq;
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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.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Osu.Scoring;
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using osu.Game.Rulesets.Scoring;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Objects
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{
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public abstract class OsuHitObject : HitObject, IHasComboInformation, IHasPosition
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{
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/// <summary>
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/// The radius of hit objects (ie. the radius of a <see cref="HitCircle"/>).
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/// </summary>
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public const float OBJECT_RADIUS = 64;
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/// <summary>
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/// Scoring distance with a speed-adjusted beat length of 1 second (ie. the speed slider balls move through their track).
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/// </summary>
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internal const float BASE_SCORING_DISTANCE = 100;
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/// <summary>
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/// Minimum preempt time at AR=10.
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/// </summary>
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public const double PREEMPT_MIN = 450;
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public double TimePreempt = 600;
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public double TimeFadeIn = 400;
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private HitObjectProperty<Vector2> position;
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public Bindable<Vector2> PositionBindable => position.Bindable;
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public virtual Vector2 Position
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{
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get => position.Value;
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set => position.Value = value;
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}
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public float X => Position.X;
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public float Y => Position.Y;
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public Vector2 StackedPosition => Position + StackOffset;
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public virtual Vector2 EndPosition => Position;
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public Vector2 StackedEndPosition => EndPosition + StackOffset;
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private HitObjectProperty<int> stackHeightProperty;
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public Bindable<int> StackHeightBindable => stackHeightProperty.Bindable;
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public int StackHeight
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{
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get => StackHeightBindable.Value;
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set => StackHeightBindable.Value = value;
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}
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public virtual Vector2 StackOffset => new Vector2(StackHeight * Scale * -6.4f);
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public double Radius => OBJECT_RADIUS * Scale;
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private HitObjectProperty<float> scaleProperty;
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public Bindable<float> ScaleBindable => scaleProperty.Bindable;
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public float Scale
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{
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get => ScaleBindable.Value;
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set => ScaleBindable.Value = value;
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}
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public virtual bool NewCombo { get; set; }
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private HitObjectProperty<int> comboOffsetProperty;
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public Bindable<int> ComboOffsetBindable => comboOffsetProperty.Bindable;
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public int ComboOffset
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{
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get => ComboOffsetBindable.Value;
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set => ComboOffsetBindable.Value = value;
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}
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private HitObjectProperty<int> indexInCurrentComboProperty;
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public Bindable<int> IndexInCurrentComboBindable => indexInCurrentComboProperty.Bindable;
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public virtual int IndexInCurrentCombo
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{
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get => IndexInCurrentComboBindable.Value;
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set => IndexInCurrentComboBindable.Value = value;
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}
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private HitObjectProperty<int> comboIndexProperty;
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public Bindable<int> ComboIndexBindable => comboIndexProperty.Bindable;
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public virtual int ComboIndex
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{
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get => ComboIndexBindable.Value;
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set => ComboIndexBindable.Value = value;
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}
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private HitObjectProperty<int> comboIndexWithOffsetsProperty;
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public Bindable<int> ComboIndexWithOffsetsBindable => comboIndexWithOffsetsProperty.Bindable;
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public int ComboIndexWithOffsets
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{
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get => ComboIndexWithOffsetsBindable.Value;
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set => ComboIndexWithOffsetsBindable.Value = value;
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}
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private HitObjectProperty<bool> lastInComboProperty;
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public Bindable<bool> LastInComboBindable => lastInComboProperty.Bindable;
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public bool LastInCombo
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{
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get => LastInComboBindable.Value;
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set => LastInComboBindable.Value = value;
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}
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protected OsuHitObject()
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{
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StackHeightBindable.BindValueChanged(height =>
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{
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foreach (var nested in NestedHitObjects.OfType<OsuHitObject>())
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nested.StackHeight = height.NewValue;
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});
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}
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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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TimePreempt = (float)IBeatmapDifficultyInfo.DifficultyRange(difficulty.ApproachRate, 1800, 1200, PREEMPT_MIN);
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// Preempt time can go below 450ms. Normally, this is achieved via the DT mod which uniformly speeds up all animations game wide regardless of AR.
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// This uniform speedup is hard to match 1:1, however we can at least make AR>10 (via mods) feel good by extending the upper linear function above.
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// Note that this doesn't exactly match the AR>10 visuals as they're classically known, but it feels good.
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// This adjustment is necessary for AR>10, otherwise TimePreempt can become smaller leading to hitcircles not fully fading in.
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TimeFadeIn = 400 * Math.Min(1, TimePreempt / PREEMPT_MIN);
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Scale = (1.0f - 0.7f * (difficulty.CircleSize - 5) / 5) / 2;
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}
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protected override HitWindows CreateHitWindows() => new OsuHitWindows();
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}
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}
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