mirror of https://github.com/ppy/osu
64 lines
2.3 KiB
C#
64 lines
2.3 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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using System.Collections.Generic;
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using Newtonsoft.Json;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Difficulty;
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namespace osu.Game.Rulesets.Taiko.Difficulty
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{
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public class TaikoDifficultyAttributes : DifficultyAttributes
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{
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/// <summary>
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/// The difficulty corresponding to the stamina skill.
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/// </summary>
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[JsonProperty("stamina_difficulty")]
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public double StaminaDifficulty { get; set; }
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/// <summary>
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/// The difficulty corresponding to the rhythm skill.
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/// </summary>
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[JsonProperty("rhythm_difficulty")]
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public double RhythmDifficulty { get; set; }
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/// <summary>
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/// The difficulty corresponding to the colour skill.
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/// </summary>
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[JsonProperty("colour_difficulty")]
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public double ColourDifficulty { get; set; }
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/// <summary>
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/// The difficulty corresponding to the hardest parts of the map.
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/// </summary>
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[JsonProperty("peak_difficulty")]
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public double PeakDifficulty { get; set; }
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/// <summary>
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/// The perceived hit window for a GREAT hit inclusive of rate-adjusting mods (DT/HT/etc).
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/// </summary>
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/// <remarks>
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/// Rate-adjusting mods don't directly affect the hit window, but have a perceived effect as a result of adjusting audio timing.
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/// </remarks>
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[JsonProperty("great_hit_window")]
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public double GreatHitWindow { get; set; }
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public override IEnumerable<(int attributeId, object value)> ToDatabaseAttributes()
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{
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foreach (var v in base.ToDatabaseAttributes())
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yield return v;
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yield return (ATTRIB_ID_DIFFICULTY, StarRating);
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yield return (ATTRIB_ID_GREAT_HIT_WINDOW, GreatHitWindow);
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}
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public override void FromDatabaseAttributes(IReadOnlyDictionary<int, double> values, IBeatmapOnlineInfo onlineInfo)
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{
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base.FromDatabaseAttributes(values, onlineInfo);
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StarRating = values[ATTRIB_ID_DIFFICULTY];
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GreatHitWindow = values[ATTRIB_ID_GREAT_HIT_WINDOW];
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}
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}
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}
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