Split ControlPoint into different types.

# Conflicts:
#	osu.Game.Rulesets.Mania/UI/Column.cs
This commit is contained in:
smoogipooo
2017-05-23 13:55:18 +09:00
parent d1eb8937b7
commit 3cdfd2eef5
38 changed files with 307 additions and 205 deletions

View File

@ -8,6 +8,7 @@ using System.Linq;
using osu.Game.Beatmaps.Timing;
using osu.Game.Database;
using osu.Game.Audio;
using osu.Game.Beatmaps.ControlPoints;
namespace osu.Game.Rulesets.Taiko.Objects
{
@ -55,11 +56,13 @@ namespace osu.Game.Rulesets.Taiko.Objects
/// </summary>
private double tickSpacing = 100;
public override void ApplyDefaults(TimingInfo timing, BeatmapDifficulty difficulty)
public override void ApplyDefaults(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
{
base.ApplyDefaults(timing, difficulty);
base.ApplyDefaults(controlPointInfo, difficulty);
tickSpacing = timing.BeatLengthAt(StartTime) / TickRate;
TimingControlPoint timingPoint = controlPointInfo.TimingPointAt(StartTime);
tickSpacing = timingPoint.BeatLength / TickRate;
RequiredGoodHits = TotalTicks * Math.Min(0.15, 0.05 + 0.10 / 6 * difficulty.OverallDifficulty);
RequiredGreatHits = TotalTicks * Math.Min(0.30, 0.10 + 0.20 / 6 * difficulty.OverallDifficulty);

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@ -1,6 +1,7 @@
// 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.ControlPoints;
using osu.Game.Beatmaps.Timing;
using osu.Game.Database;
@ -23,9 +24,9 @@ namespace osu.Game.Rulesets.Taiko.Objects
/// </summary>
public double HitWindowMiss = 95;
public override void ApplyDefaults(TimingInfo timing, BeatmapDifficulty difficulty)
public override void ApplyDefaults(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
{
base.ApplyDefaults(timing, difficulty);
base.ApplyDefaults(controlPointInfo, difficulty);
HitWindowGreat = BeatmapDifficulty.DifficultyRange(difficulty.OverallDifficulty, 50, 35, 20);
HitWindowGood = BeatmapDifficulty.DifficultyRange(difficulty.OverallDifficulty, 120, 80, 50);

View File

@ -1,6 +1,7 @@
// 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.ControlPoints;
using osu.Game.Beatmaps.Timing;
using osu.Game.Database;
using osu.Game.Rulesets.Objects;
@ -51,17 +52,17 @@ namespace osu.Game.Rulesets.Taiko.Objects
/// </summary>
public bool Kiai { get; protected set; }
public override void ApplyDefaults(TimingInfo timing, BeatmapDifficulty difficulty)
public override void ApplyDefaults(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
{
base.ApplyDefaults(timing, difficulty);
base.ApplyDefaults(controlPointInfo, difficulty);
ScrollTime = scroll_time * (timing.BeatLengthAt(StartTime) * timing.SpeedMultiplierAt(StartTime) / 1000) / difficulty.SliderMultiplier;
TimingControlPoint timingPoint = controlPointInfo.TimingPointAt(StartTime);
DifficultyControlPoint difficultyPoint = controlPointInfo.DifficultyPointAt(StartTime);
EffectControlPoint effectPoint = controlPointInfo.EffectPointAt(StartTime);
ControlPoint overridePoint;
Kiai = timing.TimingPointAt(StartTime, out overridePoint).KiaiMode;
ScrollTime = scroll_time * (timingPoint.BeatLength * difficultyPoint.SpeedMultiplier / 1000) / difficulty.SliderMultiplier;
if (overridePoint != null)
Kiai |= overridePoint.KiaiMode;
Kiai |= effectPoint.KiaiMode;
}
}
}