osu/osu.Game/Rulesets/Objects/HitObject.cs

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