mirror of
https://github.com/ppy/osu
synced 2024-12-30 02:42:29 +00:00
159 lines
5.2 KiB
C#
159 lines
5.2 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
|
// See the LICENCE file in the repository root for full licence text.
|
|
|
|
using System;
|
|
using System.Linq;
|
|
using osu.Framework.Bindables;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Beatmaps.ControlPoints;
|
|
using osu.Game.Rulesets.Objects;
|
|
using osu.Game.Rulesets.Objects.Types;
|
|
using osu.Game.Rulesets.Osu.Scoring;
|
|
using osu.Game.Rulesets.Scoring;
|
|
using osuTK;
|
|
|
|
namespace osu.Game.Rulesets.Osu.Objects
|
|
{
|
|
public abstract class OsuHitObject : HitObject, IHasComboInformation, IHasPosition
|
|
{
|
|
/// <summary>
|
|
/// The radius of hit objects (ie. the radius of a <see cref="HitCircle"/>).
|
|
/// </summary>
|
|
public const float OBJECT_RADIUS = 64;
|
|
|
|
/// <summary>
|
|
/// Scoring distance with a speed-adjusted beat length of 1 second (ie. the speed slider balls move through their track).
|
|
/// </summary>
|
|
internal const float BASE_SCORING_DISTANCE = 100;
|
|
|
|
/// <summary>
|
|
/// Minimum preempt time at AR=10.
|
|
/// </summary>
|
|
public const double PREEMPT_MIN = 450;
|
|
|
|
public double TimePreempt = 600;
|
|
public double TimeFadeIn = 400;
|
|
|
|
private HitObjectProperty<Vector2> position;
|
|
|
|
public Bindable<Vector2> PositionBindable => position.Bindable;
|
|
|
|
public virtual Vector2 Position
|
|
{
|
|
get => position.Value;
|
|
set => position.Value = value;
|
|
}
|
|
|
|
public float X => Position.X;
|
|
public float Y => Position.Y;
|
|
|
|
public Vector2 StackedPosition => Position + StackOffset;
|
|
|
|
public virtual Vector2 EndPosition => Position;
|
|
|
|
public Vector2 StackedEndPosition => EndPosition + StackOffset;
|
|
|
|
private HitObjectProperty<int> stackHeight;
|
|
|
|
public Bindable<int> StackHeightBindable => stackHeight.Bindable;
|
|
|
|
public int StackHeight
|
|
{
|
|
get => stackHeight.Value;
|
|
set => stackHeight.Value = value;
|
|
}
|
|
|
|
public virtual Vector2 StackOffset => new Vector2(StackHeight * Scale * -6.4f);
|
|
|
|
public double Radius => OBJECT_RADIUS * Scale;
|
|
|
|
private HitObjectProperty<float> scale = new HitObjectProperty<float>(1);
|
|
|
|
public Bindable<float> ScaleBindable => scale.Bindable;
|
|
|
|
public float Scale
|
|
{
|
|
get => scale.Value;
|
|
set => scale.Value = value;
|
|
}
|
|
|
|
public virtual bool NewCombo { get; set; }
|
|
|
|
private HitObjectProperty<int> comboOffset;
|
|
|
|
public Bindable<int> ComboOffsetBindable => comboOffset.Bindable;
|
|
|
|
public int ComboOffset
|
|
{
|
|
get => comboOffset.Value;
|
|
set => comboOffset.Value = value;
|
|
}
|
|
|
|
private HitObjectProperty<int> indexInCurrentCombo;
|
|
|
|
public Bindable<int> IndexInCurrentComboBindable => indexInCurrentCombo.Bindable;
|
|
|
|
public virtual int IndexInCurrentCombo
|
|
{
|
|
get => indexInCurrentCombo.Value;
|
|
set => indexInCurrentCombo.Value = value;
|
|
}
|
|
|
|
private HitObjectProperty<int> comboIndex;
|
|
|
|
public Bindable<int> ComboIndexBindable => comboIndex.Bindable;
|
|
|
|
public virtual int ComboIndex
|
|
{
|
|
get => comboIndex.Value;
|
|
set => comboIndex.Value = value;
|
|
}
|
|
|
|
private HitObjectProperty<int> comboIndexWithOffsets;
|
|
|
|
public Bindable<int> ComboIndexWithOffsetsBindable => comboIndexWithOffsets.Bindable;
|
|
|
|
public int ComboIndexWithOffsets
|
|
{
|
|
get => comboIndexWithOffsets.Value;
|
|
set => comboIndexWithOffsets.Value = value;
|
|
}
|
|
|
|
private HitObjectProperty<bool> lastInCombo;
|
|
|
|
public Bindable<bool> LastInComboBindable => lastInCombo.Bindable;
|
|
|
|
public bool LastInCombo
|
|
{
|
|
get => lastInCombo.Value;
|
|
set => lastInCombo.Value = value;
|
|
}
|
|
|
|
protected OsuHitObject()
|
|
{
|
|
StackHeightBindable.BindValueChanged(height =>
|
|
{
|
|
foreach (var nested in NestedHitObjects.OfType<OsuHitObject>())
|
|
nested.StackHeight = height.NewValue;
|
|
});
|
|
}
|
|
|
|
protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, IBeatmapDifficultyInfo difficulty)
|
|
{
|
|
base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
|
|
|
|
TimePreempt = (float)IBeatmapDifficultyInfo.DifficultyRange(difficulty.ApproachRate, 1800, 1200, PREEMPT_MIN);
|
|
|
|
// 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.
|
|
// 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.
|
|
// Note that this doesn't exactly match the AR>10 visuals as they're classically known, but it feels good.
|
|
// This adjustment is necessary for AR>10, otherwise TimePreempt can become smaller leading to hitcircles not fully fading in.
|
|
TimeFadeIn = 400 * Math.Min(1, TimePreempt / PREEMPT_MIN);
|
|
|
|
Scale = (1.0f - 0.7f * (difficulty.CircleSize - 5) / 5) / 2;
|
|
}
|
|
|
|
protected override HitWindows CreateHitWindows() => new OsuHitWindows();
|
|
}
|
|
}
|