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Merge branch 'master' into namespace-cleanup
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@ -51,16 +51,10 @@ namespace osu.Game.Rulesets.Objects
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private float overallDifficulty = BeatmapDifficulty.DEFAULT_DIFFICULTY;
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private HitWindows hitWindows;
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/// <summary>
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/// The hit windows for this <see cref="HitObject"/>.
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/// </summary>
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public HitWindows HitWindows
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{
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get => hitWindows ?? (hitWindows = new HitWindows(overallDifficulty));
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protected set => hitWindows = value;
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}
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public HitWindows HitWindows { get; set; }
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private readonly SortedList<HitObject> nestedHitObjects = new SortedList<HitObject>((h1, h2) => h1.StartTime.CompareTo(h2.StartTime));
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@ -78,7 +72,11 @@ namespace osu.Game.Rulesets.Objects
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nestedHitObjects.Clear();
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CreateNestedHitObjects();
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nestedHitObjects.ForEach(h => h.ApplyDefaults(controlPointInfo, difficulty));
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nestedHitObjects.ForEach(h =>
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{
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h.HitWindows = HitWindows;
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h.ApplyDefaults(controlPointInfo, difficulty);
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});
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}
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protected virtual void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
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@ -89,8 +87,9 @@ namespace osu.Game.Rulesets.Objects
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Kiai = effectPoint.KiaiMode;
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SampleControlPoint = samplePoint;
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overallDifficulty = difficulty.OverallDifficulty;
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hitWindows = null;
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if (HitWindows == null)
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HitWindows = CreateHitWindows();
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HitWindows?.SetDifficulty(difficulty.OverallDifficulty);
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}
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protected virtual void CreateNestedHitObjects()
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@ -98,5 +97,14 @@ namespace osu.Game.Rulesets.Objects
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}
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protected void AddNested(HitObject hitObject) => nestedHitObjects.Add(hitObject);
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/// <summary>
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/// Creates the <see cref="HitWindows"/> for this <see cref="HitObject"/>.
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/// This can be null to indicate that the <see cref="HitObject"/> has no <see cref="HitWindows"/>.
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/// <para>
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/// This will only be invoked if <see cref="HitWindows"/> hasn't been set externally (e.g. from a <see cref="BeatmapConverter"/>.
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/// </para>
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/// </summary>
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protected virtual HitWindows CreateHitWindows() => new HitWindows();
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}
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}
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@ -63,10 +63,10 @@ namespace osu.Game.Rulesets.Objects
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public bool AllowsOk;
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/// <summary>
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/// Constructs hit windows by fitting a parameter to a 2-part piecewise linear function for each hit window.
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/// Sets hit windows with values that correspond to a difficulty parameter.
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/// </summary>
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/// <param name="difficulty">The parameter.</param>
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public HitWindows(double difficulty)
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public virtual void SetDifficulty(double difficulty)
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{
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Perfect = BeatmapDifficulty.DifficultyRange(difficulty, base_ranges[HitResult.Perfect]);
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Great = BeatmapDifficulty.DifficultyRange(difficulty, base_ranges[HitResult.Great]);
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@ -13,5 +13,7 @@ namespace osu.Game.Rulesets.Objects.Legacy.Mania
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public float X { get; set; }
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public bool NewCombo { get; set; }
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protected override HitWindows CreateHitWindows() => new ConvertHitWindows();
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}
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}
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32
osu.Game/Rulesets/Objects/Legacy/Mania/ConvertHitWindows.cs
Normal file
32
osu.Game/Rulesets/Objects/Legacy/Mania/ConvertHitWindows.cs
Normal file
@ -0,0 +1,32 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System.Collections.Generic;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Objects.Legacy.Mania
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{
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public class ConvertHitWindows : HitWindows
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{
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private static readonly IReadOnlyDictionary<HitResult, (double od0, double od5, double od10)> base_ranges = new Dictionary<HitResult, (double, double, double)>
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{
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{ HitResult.Perfect, (44.8, 38.8, 27.8) },
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{ HitResult.Great, (128, 98, 68 ) },
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{ HitResult.Good, (194, 164, 134) },
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{ HitResult.Ok, (254, 224, 194) },
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{ HitResult.Meh, (302, 272, 242) },
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{ HitResult.Miss, (376, 346, 316) },
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};
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public override void SetDifficulty(double difficulty)
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{
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Perfect = BeatmapDifficulty.DifficultyRange(difficulty, base_ranges[HitResult.Perfect]);
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Great = BeatmapDifficulty.DifficultyRange(difficulty, base_ranges[HitResult.Great]);
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Good = BeatmapDifficulty.DifficultyRange(difficulty, base_ranges[HitResult.Good]);
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Ok = BeatmapDifficulty.DifficultyRange(difficulty, base_ranges[HitResult.Ok]);
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Meh = BeatmapDifficulty.DifficultyRange(difficulty, base_ranges[HitResult.Meh]);
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Miss = BeatmapDifficulty.DifficultyRange(difficulty, base_ranges[HitResult.Miss]);
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}
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}
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}
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@ -12,5 +12,7 @@ namespace osu.Game.Rulesets.Objects.Legacy.Mania
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public double EndTime { get; set; }
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public double Duration => EndTime - StartTime;
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protected override HitWindows CreateHitWindows() => new ConvertHitWindows();
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}
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}
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@ -13,5 +13,7 @@ namespace osu.Game.Rulesets.Objects.Legacy.Mania
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public float X { get; set; }
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public bool NewCombo { get; set; }
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protected override HitWindows CreateHitWindows() => new ConvertHitWindows();
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}
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}
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@ -15,5 +15,7 @@ namespace osu.Game.Rulesets.Objects.Legacy.Mania
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public double Duration => EndTime - StartTime;
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public float X { get; set; }
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protected override HitWindows CreateHitWindows() => new ConvertHitWindows();
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}
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}
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@ -18,5 +18,7 @@ namespace osu.Game.Rulesets.Objects.Legacy.Osu
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public float Y => Position.Y;
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public bool NewCombo { get; set; }
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protected override HitWindows CreateHitWindows() => new ConvertHitWindows();
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}
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}
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28
osu.Game/Rulesets/Objects/Legacy/Osu/ConvertHitWindows.cs
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28
osu.Game/Rulesets/Objects/Legacy/Osu/ConvertHitWindows.cs
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@ -0,0 +1,28 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System.Collections.Generic;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Objects.Legacy.Osu
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{
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public class ConvertHitWindows : HitWindows
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{
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private static readonly IReadOnlyDictionary<HitResult, (double od0, double od5, double od10)> base_ranges = new Dictionary<HitResult, (double, double, double)>
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{
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{ HitResult.Great, (160, 100, 40) },
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{ HitResult.Good, (280, 200, 120) },
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{ HitResult.Meh, (400, 300, 200) },
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{ HitResult.Miss, (400, 400, 400) },
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};
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public override void SetDifficulty(double difficulty)
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{
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Great = BeatmapDifficulty.DifficultyRange(difficulty, base_ranges[HitResult.Great]);
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Good = BeatmapDifficulty.DifficultyRange(difficulty, base_ranges[HitResult.Good]);
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Meh = BeatmapDifficulty.DifficultyRange(difficulty, base_ranges[HitResult.Meh]);
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Miss = BeatmapDifficulty.DifficultyRange(difficulty, base_ranges[HitResult.Miss]);
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}
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}
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}
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@ -18,5 +18,7 @@ namespace osu.Game.Rulesets.Objects.Legacy.Osu
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public float Y => Position.Y;
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public bool NewCombo { get; set; }
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protected override HitWindows CreateHitWindows() => new ConvertHitWindows();
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}
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}
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@ -20,5 +20,7 @@ namespace osu.Game.Rulesets.Objects.Legacy.Osu
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public float X => Position.X;
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public float Y => Position.Y;
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protected override HitWindows CreateHitWindows() => new ConvertHitWindows();
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}
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}
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@ -11,5 +11,7 @@ namespace osu.Game.Rulesets.Objects.Legacy.Taiko
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internal sealed class ConvertHit : HitObject, IHasCombo
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{
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public bool NewCombo { get; set; }
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protected override HitWindows CreateHitWindows() => new ConvertHitWindows();
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}
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}
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28
osu.Game/Rulesets/Objects/Legacy/Taiko/ConvertHitWindows.cs
Normal file
28
osu.Game/Rulesets/Objects/Legacy/Taiko/ConvertHitWindows.cs
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@ -0,0 +1,28 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System.Collections.Generic;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Objects.Legacy.Taiko
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{
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public class ConvertHitWindows : HitWindows
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{
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private static readonly IReadOnlyDictionary<HitResult, (double od0, double od5, double od10)> base_ranges = new Dictionary<HitResult, (double, double, double)>
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{
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{ HitResult.Great, (100, 70, 40) },
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{ HitResult.Good, (240, 160, 100) },
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{ HitResult.Meh, (270, 190, 140) },
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{ HitResult.Miss, (400, 400, 400) },
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};
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public override void SetDifficulty(double difficulty)
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{
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Great = BeatmapDifficulty.DifficultyRange(difficulty, base_ranges[HitResult.Great]);
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Good = BeatmapDifficulty.DifficultyRange(difficulty, base_ranges[HitResult.Good]);
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Meh = BeatmapDifficulty.DifficultyRange(difficulty, base_ranges[HitResult.Meh]);
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Miss = BeatmapDifficulty.DifficultyRange(difficulty, base_ranges[HitResult.Miss]);
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}
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}
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}
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@ -11,5 +11,7 @@ namespace osu.Game.Rulesets.Objects.Legacy.Taiko
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internal sealed class ConvertSlider : Legacy.ConvertSlider, IHasCombo
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{
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public bool NewCombo { get; set; }
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protected override HitWindows CreateHitWindows() => new ConvertHitWindows();
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}
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}
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@ -13,5 +13,7 @@ namespace osu.Game.Rulesets.Objects.Legacy.Taiko
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public double EndTime { get; set; }
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public double Duration => EndTime - StartTime;
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protected override HitWindows CreateHitWindows() => new ConvertHitWindows();
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}
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}
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