mirror of
https://github.com/ppy/osu
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204 lines
7.1 KiB
C#
204 lines
7.1 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;
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using osu.Framework.Bindables;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Legacy;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Osu.Scoring;
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using osu.Game.Rulesets.Scoring;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Objects
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{
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public abstract class OsuHitObject : HitObject, IHasComboInformation, IHasPosition
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{
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/// <summary>
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/// The radius of hit objects (ie. the radius of a <see cref="HitCircle"/>).
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/// </summary>
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public const float OBJECT_RADIUS = 64;
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/// <summary>
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/// The width and height any element participating in display of a hitcircle (or similarly sized object) should be.
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/// </summary>
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public static readonly Vector2 OBJECT_DIMENSIONS = new Vector2(OBJECT_RADIUS * 2);
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/// <summary>
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/// Scoring distance with a speed-adjusted beat length of 1 second (ie. the speed slider balls move through their track).
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/// </summary>
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internal const float BASE_SCORING_DISTANCE = 100;
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/// <summary>
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/// Minimum preempt time at AR=10.
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/// </summary>
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public const double PREEMPT_MIN = 450;
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/// <summary>
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/// Median preempt time at AR=5.
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/// </summary>
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public const double PREEMPT_MID = 1200;
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/// <summary>
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/// Maximum preempt time at AR=0.
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/// </summary>
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public const double PREEMPT_MAX = 1800;
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public double TimePreempt = 600;
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public double TimeFadeIn = 400;
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private HitObjectProperty<Vector2> position;
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public Bindable<Vector2> PositionBindable => position.Bindable;
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public virtual Vector2 Position
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{
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get => position.Value;
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set => position.Value = value;
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}
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public float X => Position.X;
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public float Y => Position.Y;
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public Vector2 StackedPosition => Position + StackOffset;
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public virtual Vector2 EndPosition => Position;
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public Vector2 StackedEndPosition => EndPosition + StackOffset;
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private HitObjectProperty<int> stackHeight;
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public Bindable<int> StackHeightBindable => stackHeight.Bindable;
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public int StackHeight
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{
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get => stackHeight.Value;
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set => stackHeight.Value = value;
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}
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public virtual Vector2 StackOffset => new Vector2(StackHeight * Scale * -6.4f);
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public double Radius => OBJECT_RADIUS * Scale;
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private HitObjectProperty<float> scale = new HitObjectProperty<float>(1);
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public Bindable<float> ScaleBindable => scale.Bindable;
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public float Scale
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{
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get => scale.Value;
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set => scale.Value = value;
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}
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public virtual bool NewCombo { get; set; }
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private HitObjectProperty<int> comboOffset;
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public Bindable<int> ComboOffsetBindable => comboOffset.Bindable;
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public int ComboOffset
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{
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get => comboOffset.Value;
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set => comboOffset.Value = value;
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}
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private HitObjectProperty<int> indexInCurrentCombo;
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public Bindable<int> IndexInCurrentComboBindable => indexInCurrentCombo.Bindable;
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public virtual int IndexInCurrentCombo
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{
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get => indexInCurrentCombo.Value;
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set => indexInCurrentCombo.Value = value;
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}
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private HitObjectProperty<int> comboIndex;
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public Bindable<int> ComboIndexBindable => comboIndex.Bindable;
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public virtual int ComboIndex
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{
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get => comboIndex.Value;
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set => comboIndex.Value = value;
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}
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private HitObjectProperty<int> comboIndexWithOffsets;
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public Bindable<int> ComboIndexWithOffsetsBindable => comboIndexWithOffsets.Bindable;
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public int ComboIndexWithOffsets
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{
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get => comboIndexWithOffsets.Value;
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set => comboIndexWithOffsets.Value = value;
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}
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private HitObjectProperty<bool> lastInCombo;
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public Bindable<bool> LastInComboBindable => lastInCombo.Bindable;
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public bool LastInCombo
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{
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get => lastInCombo.Value;
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set => lastInCombo.Value = value;
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}
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protected OsuHitObject()
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{
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StackHeightBindable.BindValueChanged(height =>
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{
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foreach (var nested in NestedHitObjects)
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{
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if (nested is OsuHitObject osuHitObject)
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osuHitObject.StackHeight = height.NewValue;
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}
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});
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}
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protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, IBeatmapDifficultyInfo difficulty)
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{
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base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
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TimePreempt = (float)IBeatmapDifficultyInfo.DifficultyRange(difficulty.ApproachRate, PREEMPT_MAX, PREEMPT_MID, PREEMPT_MIN);
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// Preempt time can go below 450ms. Normally, this is achieved via the DT mod which uniformly speeds up all animations game wide regardless of AR.
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// This uniform speedup is hard to match 1:1, however we can at least make AR>10 (via mods) feel good by extending the upper linear function above.
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// Note that this doesn't exactly match the AR>10 visuals as they're classically known, but it feels good.
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// This adjustment is necessary for AR>10, otherwise TimePreempt can become smaller leading to hitcircles not fully fading in.
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TimeFadeIn = 400 * Math.Min(1, TimePreempt / PREEMPT_MIN);
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Scale = LegacyRulesetExtensions.CalculateScaleFromCircleSize(difficulty.CircleSize, true);
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}
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public void UpdateComboInformation(IHasComboInformation? lastObj)
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{
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// Note that this implementation is shared with the osu!catch ruleset's implementation.
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// If a change is made here, CatchHitObject.cs should also be updated.
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ComboIndex = lastObj?.ComboIndex ?? 0;
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ComboIndexWithOffsets = lastObj?.ComboIndexWithOffsets ?? 0;
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IndexInCurrentCombo = (lastObj?.IndexInCurrentCombo + 1) ?? 0;
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if (this is Spinner)
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{
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// For the purpose of combo colours, spinners never start a new combo even if they are flagged as doing so.
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return;
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}
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// At decode time, the first hitobject in the beatmap and the first hitobject after a spinner are both enforced to be a new combo,
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// but this isn't directly enforced by the editor so the extra checks against the last hitobject are duplicated here.
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if (NewCombo || lastObj == null || lastObj is Spinner)
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{
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IndexInCurrentCombo = 0;
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ComboIndex++;
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ComboIndexWithOffsets += ComboOffset + 1;
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if (lastObj != null)
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lastObj.LastInCombo = true;
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}
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}
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protected override HitWindows CreateHitWindows() => new OsuHitWindows();
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}
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}
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