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https://github.com/ppy/osu
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d7ed392f27
This will be usable from the editor moving forward also - where every hit object can have its own velocity multiplier on top of the control point one.
56 lines
1.9 KiB
C#
56 lines
1.9 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 osu.Game.Beatmaps.Timing;
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using osu.Game.Database;
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using osu.Game.Modes.Objects;
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namespace osu.Game.Modes.Taiko.Objects
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{
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public abstract class TaikoHitObject : HitObject
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{
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/// <summary>
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/// HitCircle radius.
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/// </summary>
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public const float CIRCLE_RADIUS = 42f;
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/// <summary>
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/// Time (in milliseconds) to scroll in the hit object with a speed-adjusted beat length of 1 second.
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/// </summary>
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private const double base_scroll_time = 6000;
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/// <summary>
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/// The velocity multiplier applied to this hit object.
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/// </summary>
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public float VelocityMultiplier = 1;
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/// <summary>
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/// The time to scroll in the HitObject.
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/// </summary>
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public double PreEmpt;
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/// <summary>
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/// Whether this HitObject is a "strong" type.
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/// Strong hit objects give more points for hitting the hit object with both keys.
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/// </summary>
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public bool IsStrong;
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/// <summary>
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/// Whether this HitObject is in Kiai time.
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/// </summary>
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public bool Kiai { get; protected set; }
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public override void ApplyDefaults(TimingInfo timing, BeatmapDifficulty difficulty)
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{
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base.ApplyDefaults(timing, difficulty);
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PreEmpt = base_scroll_time / difficulty.SliderMultiplier * timing.BeatLengthAt(StartTime) * timing.SpeedMultiplierAt(StartTime) / VelocityMultiplier / 1000;
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ControlPoint overridePoint;
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Kiai = timing.TimingPointAt(StartTime, out overridePoint).KiaiMode;
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if (overridePoint != null)
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Kiai |= overridePoint.KiaiMode;
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}
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}
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} |