osu/osu.Game.Rulesets.Taiko/Judgements/TaikoJudgement.cs
2017-09-06 17:01:48 +09:00

65 lines
2.4 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.Rulesets.Judgements;
using osu.Game.Rulesets.Objects.Drawables;
namespace osu.Game.Rulesets.Taiko.Judgements
{
public class TaikoJudgement : Judgement
{
/// <summary>
/// The result value for the accuracy portion of the score.
/// </summary>
public int ResultNumericForAccuracy => Result == HitResult.Miss ? 0 : NumericResultForAccuracy(Result);
/// <summary>
/// The maximum result value for the accuracy portion of the score.
/// </summary>
public int MaxResultValueForAccuracy => NumericResultForAccuracy(HitResult.Great);
/// <summary>
/// Whether this Judgement has a secondary hit in the case of strong hits.
/// </summary>
public virtual bool SecondHit { get; set; }
/// <summary>
/// Computes the numeric result value for the combo portion of the score.
/// For the accuracy portion of the score (including accuracy percentage), see <see cref="NumericResultForAccuracy(HitResult)"/>.
/// </summary>
/// <param name="result">The result to compute the value for.</param>
/// <returns>The numeric result value.</returns>
protected override int NumericResultFor(HitResult result)
{
switch (result)
{
default:
return 0;
case HitResult.Good:
return 100;
case HitResult.Great:
return 300;
}
}
/// <summary>
/// Computes the numeric result value for the accuracy portion of the score.
/// For the combo portion of the score, see <see cref="NumericResultFor(HitResult)"/>.
/// </summary>
/// <param name="result">The result to compute the value for.</param>
/// <returns>The numeric result value.</returns>
protected virtual int NumericResultForAccuracy(HitResult result)
{
switch (result)
{
default:
return 0;
case HitResult.Good:
return 150;
case HitResult.Great:
return 300;
}
}
}
}