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https://github.com/ppy/osu
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59 lines
2.2 KiB
C#
59 lines
2.2 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.Audio;
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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.Types;
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namespace osu.Game.Rulesets.Objects
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{
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/// <summary>
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/// A HitObject describes an object in a Beatmap.
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/// <para>
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/// HitObjects may contain more properties for which you should be checking through the IHas* types.
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/// </para>
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/// </summary>
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public class HitObject
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{
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/// <summary>
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/// The time at which the HitObject starts.
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/// </summary>
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public virtual double StartTime { get; set; }
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/// <summary>
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/// The samples to be played when this hit object is hit.
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/// <para>
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/// In the case of <see cref="IHasRepeats"/> types, this is the sample of the curve body
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/// and can be treated as the default samples for the hit object.
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/// </para>
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/// </summary>
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public SampleInfoList Samples = new SampleInfoList();
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/// <summary>
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/// Whether this <see cref="HitObject"/> is in Kiai time.
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/// </summary>
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public bool Kiai { get; private set; }
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/// <summary>
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/// Applies default values to this HitObject.
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/// </summary>
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/// <param name="controlPointInfo">The control points.</param>
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/// <param name="difficulty">The difficulty settings to use.</param>
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public virtual void ApplyDefaults(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
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{
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SoundControlPoint soundPoint = controlPointInfo.SoundPointAt(StartTime);
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EffectControlPoint effectPoint = controlPointInfo.EffectPointAt(StartTime);
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Kiai |= effectPoint.KiaiMode;
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// Initialize first sample
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Samples.ForEach(s => s.ControlPoint = soundPoint);
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// Initialize any repeat samples
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var repeatData = this as IHasRepeats;
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repeatData?.RepeatSamples?.ForEach(r => r.ForEach(s => s.ControlPoint = soundPoint));
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}
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}
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}
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