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Mode -> Ruleset.
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52
osu.Game/Rulesets/Objects/HitObject.cs
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52
osu.Game/Rulesets/Objects/HitObject.cs
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// Copyright (c) 2007-2017 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 osu.Game.Audio;
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using osu.Game.Beatmaps.Timing;
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using osu.Game.Database;
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using System.Collections.Generic;
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namespace osu.Game.Rulesets.Objects
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{
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/// <summary>
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/// A HitObject describes an object in a Beatmap.
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/// <para>
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/// HitObjects may contain more properties for which you should be checking through the IHas* types.
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/// </para>
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/// </summary>
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public class HitObject
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{
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/// <summary>
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/// The time at which the HitObject starts.
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/// </summary>
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public double StartTime { get; set; }
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/// <summary>
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/// The samples to be played when this hit object is hit.
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/// </summary>
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public List<SampleInfo> Samples = new List<SampleInfo>();
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/// <summary>
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/// Applies default values to this HitObject.
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/// </summary>
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/// <param name="difficulty">The difficulty settings to use.</param>
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/// <param name="timing">The timing settings to use.</param>
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public virtual void ApplyDefaults(TimingInfo timing, BeatmapDifficulty difficulty)
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{
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ControlPoint overridePoint;
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ControlPoint timingPoint = timing.TimingPointAt(StartTime, out overridePoint);
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foreach (var sample in Samples)
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{
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if (sample.Volume == 0)
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sample.Volume = (overridePoint ?? timingPoint)?.SampleVolume ?? 0;
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// If the bank is not assigned a name, assign it from the control point
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if (!string.IsNullOrEmpty(sample.Bank))
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continue;
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sample.Bank = (overridePoint ?? timingPoint)?.SampleBank ?? @"normal";
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}
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}
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}
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}
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