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https://github.com/ppy/osu
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58 lines
2.3 KiB
C#
58 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 osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu.Objects;
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namespace osu.Game.Rulesets.Osu.Judgements
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{
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public class OsuSpinnerJudgementResult : OsuJudgementResult
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{
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/// <summary>
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/// The <see cref="Spinner"/>.
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/// </summary>
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public Spinner Spinner => (Spinner)HitObject;
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/// <summary>
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/// The total rotation performed on the spinner disc, disregarding the spin direction,
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/// adjusted for the track's playback rate.
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/// </summary>
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/// <remarks>
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/// <para>
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/// This value is always non-negative and is monotonically increasing with time
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/// (i.e. will only increase if time is passing forward, but can decrease during rewind).
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/// </para>
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/// <para>
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/// The rotation from each frame is multiplied by the clock's current playback rate.
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/// The reason this is done is to ensure that spinners give the same score and require the same number of spins
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/// regardless of whether speed-modifying mods are applied.
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/// </para>
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/// </remarks>
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/// <example>
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/// Assuming no speed-modifying mods are active,
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/// if the spinner is spun 360 degrees clockwise and then 360 degrees counter-clockwise,
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/// this property will return the value of 720 (as opposed to 0).
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/// If Double Time is active instead (with a speed multiplier of 1.5x),
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/// in the same scenario the property will return 720 * 1.5 = 1080.
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/// </example>
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public float RateAdjustedRotation;
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/// <summary>
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/// Time instant at which the spin was started (the first user input which caused an increase in spin).
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/// </summary>
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public double? TimeStarted;
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/// <summary>
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/// Time instant at which the spinner has been completed (the user has executed all required spins).
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/// Will be null if all required spins haven't been completed.
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/// </summary>
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public double? TimeCompleted;
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public OsuSpinnerJudgementResult(HitObject hitObject, Judgement judgement)
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: base(hitObject, judgement)
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{
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}
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}
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}
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