Make HitObjects construct nested hit objects

This commit is contained in:
smoogipoo
2017-12-22 21:42:54 +09:00
parent 6ef575c005
commit 6a29f6020a
22 changed files with 216 additions and 242 deletions

View File

@ -74,15 +74,9 @@ namespace osu.Game.Rulesets.Osu.Objects
public double Velocity;
public double TickDistance;
private ControlPointInfo controlPointInfo;
private BeatmapDifficulty difficulty;
public override void ApplyDefaults(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
{
base.ApplyDefaults(controlPointInfo, difficulty);
this.controlPointInfo = controlPointInfo;
this.difficulty = difficulty;
base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
TimingControlPoint timingPoint = controlPointInfo.TimingPointAt(StartTime);
DifficultyControlPoint difficultyPoint = controlPointInfo.DifficultyPointAt(StartTime);
@ -105,85 +99,78 @@ namespace osu.Game.Rulesets.Osu.Objects
public int RepeatAt(double progress) => (int)(progress * RepeatCount);
public IEnumerable<SliderTick> Ticks
protected override void CreateNestedHitObjects()
{
get
base.CreateNestedHitObjects();
createTicks();
createRepeatPoints();
}
private void createTicks()
{
if (TickDistance == 0) return;
var length = Curve.Distance;
var tickDistance = Math.Min(TickDistance, length);
var repeatDuration = length / Velocity;
var minDistanceFromEnd = Velocity * 0.01;
for (var repeat = 0; repeat < RepeatCount; repeat++)
{
if (TickDistance == 0) yield break;
var repeatStartTime = StartTime + repeat * repeatDuration;
var reversed = repeat % 2 == 1;
var length = Curve.Distance;
var tickDistance = Math.Min(TickDistance, length);
var repeatDuration = length / Velocity;
var minDistanceFromEnd = Velocity * 0.01;
for (var repeat = 0; repeat < RepeatCount; repeat++)
for (var d = tickDistance; d <= length; d += tickDistance)
{
var repeatStartTime = StartTime + repeat * repeatDuration;
var reversed = repeat % 2 == 1;
if (d > length - minDistanceFromEnd)
break;
for (var d = tickDistance; d <= length; d += tickDistance)
var distanceProgress = d / length;
var timeProgress = reversed ? 1 - distanceProgress : distanceProgress;
AddNested(new SliderTick
{
if (d > length - minDistanceFromEnd)
break;
var distanceProgress = d / length;
var timeProgress = reversed ? 1 - distanceProgress : distanceProgress;
var ret = new SliderTick
RepeatIndex = repeat,
StartTime = repeatStartTime + timeProgress * repeatDuration,
Position = Curve.PositionAt(distanceProgress),
StackHeight = StackHeight,
Scale = Scale,
ComboColour = ComboColour,
Samples = new SampleInfoList(Samples.Select(s => new SampleInfo
{
RepeatIndex = repeat,
StartTime = repeatStartTime + timeProgress * repeatDuration,
Position = Curve.PositionAt(distanceProgress),
StackHeight = StackHeight,
Scale = Scale,
ComboColour = ComboColour,
Samples = new SampleInfoList(Samples.Select(s => new SampleInfo
{
Bank = s.Bank,
Name = @"slidertick",
Volume = s.Volume
}))
};
if (controlPointInfo != null && difficulty != null)
ret.ApplyDefaults(controlPointInfo, difficulty);
yield return ret;
}
Bank = s.Bank,
Name = @"slidertick",
Volume = s.Volume
}))
});
}
}
}
public IEnumerable<RepeatPoint> RepeatPoints
private void createRepeatPoints()
{
get
var length = Curve.Distance;
var repeatPointDistance = Math.Min(Distance, length);
var repeatDuration = length / Velocity;
for (var repeat = 1; repeat < RepeatCount; repeat++)
{
var length = Curve.Distance;
var repeatPointDistance = Math.Min(Distance, length);
var repeatDuration = length / Velocity;
for (var repeat = 1; repeat < RepeatCount; repeat++)
for (var d = repeatPointDistance; d <= length; d += repeatPointDistance)
{
for (var d = repeatPointDistance; d <= length; d += repeatPointDistance)
var repeatStartTime = StartTime + repeat * repeatDuration;
var distanceProgress = d / length;
AddNested(new RepeatPoint
{
var repeatStartTime = StartTime + repeat * repeatDuration;
var distanceProgress = d / length;
var ret = new RepeatPoint
{
RepeatIndex = repeat,
StartTime = repeatStartTime,
Position = Curve.PositionAt(distanceProgress),
StackHeight = StackHeight,
Scale = Scale,
ComboColour = ComboColour,
};
if (controlPointInfo != null && difficulty != null)
ret.ApplyDefaults(controlPointInfo, difficulty);
yield return ret;
}
RepeatIndex = repeat,
StartTime = repeatStartTime,
Position = Curve.PositionAt(distanceProgress),
StackHeight = StackHeight,
Scale = Scale,
ComboColour = ComboColour,
});
}
}
}