osu/osu.Game.Rulesets.Taiko/Objects/TaikoHitObject.cs

47 lines
1.6 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.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Objects;
namespace osu.Game.Rulesets.Taiko.Objects
{
public abstract class TaikoHitObject : HitObject
{
/// <summary>
/// Default size of a drawable taiko hit object.
/// </summary>
public const float DEFAULT_SIZE = 0.45f;
/// <summary>
/// Scale multiplier for a strong drawable taiko hit object.
/// </summary>
public const float STRONG_SCALE = 1.4f;
/// <summary>
/// Default size of a strong drawable taiko hit object.
/// </summary>
public const float DEFAULT_STRONG_SIZE = DEFAULT_SIZE * STRONG_SCALE;
/// <summary>
/// Whether this HitObject is a "strong" type.
/// Strong hit objects give more points for hitting the hit object with both keys.
/// </summary>
public bool IsStrong;
/// <summary>
/// Whether this HitObject is in Kiai time.
/// </summary>
public bool Kiai { get; protected set; }
public override void ApplyDefaults(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
{
base.ApplyDefaults(controlPointInfo, difficulty);
EffectControlPoint effectPoint = controlPointInfo.EffectPointAt(StartTime);
Kiai |= effectPoint.KiaiMode;
}
}
}