Implement TaikoHitObject.

This commit is contained in:
smoogipooo
2017-03-17 13:38:17 +09:00
parent 28240fb3b5
commit b399c6adbb
3 changed files with 87 additions and 8 deletions

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@ -1,20 +1,77 @@
// 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.Samples;
using osu.Game.Beatmaps.Timing;
using osu.Game.Database;
using osu.Game.Modes.Objects;
namespace osu.Game.Modes.Taiko.Objects
{
public class TaikoHitObject : HitObject
{
public float Scale = 1;
/// <summary>
/// HitCircle radius.
/// </summary>
public const float CIRCLE_RADIUS = 64;
public TaikoColour Type;
}
/// <summary>
/// The hit window that results in a "GREAT" hit.
/// </summary>
public double HitWindowGreat = 35;
public enum TaikoColour
{
Red,
Blue
/// <summary>
/// The hit window that results in a "GOOD" hit.
/// </summary>
public double HitWindowGood = 80;
/// <summary>
/// The hit window that results in a "MISS".
/// </summary>
public double HitWindowMiss = 95;
/// <summary>
/// The time to scroll in the HitObject.
/// </summary>
public double PreEmpt;
/// <summary>
/// Whether this HitObject is in Kiai time.
/// </summary>
public bool Kiai;
/// <summary>
/// The type of HitObject.
/// </summary>
public virtual TaikoHitType Type
{
get
{
SampleType st = Sample?.Type ?? SampleType.None;
return
// Centre/Rim
((st & ~(SampleType.Finish | SampleType.Normal)) == 0 ? TaikoHitType.CentreHit : TaikoHitType.RimHit)
// Finisher
| ((st & SampleType.Finish) > 0 ? TaikoHitType.Finisher : TaikoHitType.None);
}
}
public override void ApplyDefaults(TimingInfo timing, BeatmapDifficulty difficulty)
{
base.ApplyDefaults(timing, difficulty);
PreEmpt = 600 / (timing.SliderVelocityAt(StartTime) * difficulty.SliderMultiplier) * 1000;
ControlPoint overridePoint;
Kiai = timing.TimingPointAt(StartTime, out overridePoint).KiaiMode;
if (overridePoint != null)
Kiai |= overridePoint.KiaiMode;
HitWindowGreat = BeatmapDifficulty.DifficultyRange(difficulty.OverallDifficulty, 50, 35, 20);
HitWindowGood = BeatmapDifficulty.DifficultyRange(difficulty.OverallDifficulty, 120, 80, 50);
HitWindowMiss = BeatmapDifficulty.DifficultyRange(difficulty.OverallDifficulty, 135, 95, 70);
}
}
}
}