Path: blob/master/osu.Game/Rulesets/Difficulty/Preprocessing/DifficultyHitObject.cs
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// Copyright (c) ppy Pty Ltd <[email protected]>. Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. #nullable disable using System.Collections.Generic; using osu.Game.Rulesets.Objects; namespace osu.Game.Rulesets.Difficulty.Preprocessing { /// <summary> /// Wraps a <see cref="HitObject"/> and provides additional information to be used for difficulty calculation. /// </summary> public class DifficultyHitObject { private readonly IReadOnlyList<DifficultyHitObject> difficultyHitObjects; /// <summary> /// The index of this <see cref="DifficultyHitObject"/> in the list of all <see cref="DifficultyHitObject"/>s. /// </summary> public int Index; /// <summary> /// The <see cref="HitObject"/> this <see cref="DifficultyHitObject"/> wraps. /// </summary> public readonly HitObject BaseObject; /// <summary> /// The last <see cref="HitObject"/> which occurs before <see cref="BaseObject"/>. /// </summary> public readonly HitObject LastObject; /// <summary> /// Amount of time elapsed between <see cref="BaseObject"/> and <see cref="LastObject"/>, adjusted by clockrate. /// </summary> public readonly double DeltaTime; /// <summary> /// Clockrate adjusted start time of <see cref="BaseObject"/>. /// </summary> public readonly double StartTime; /// <summary> /// Clockrate adjusted end time of <see cref="BaseObject"/>. /// </summary> public readonly double EndTime; /// <summary> /// Creates a new <see cref="DifficultyHitObject"/>. /// </summary> /// <param name="hitObject">The <see cref="HitObject"/> which this <see cref="DifficultyHitObject"/> wraps.</param> /// <param name="lastObject">The last <see cref="HitObject"/> which occurs before <paramref name="hitObject"/> in the beatmap.</param> /// <param name="clockRate">The rate at which the gameplay clock is run at.</param> /// <param name="objects">The list of <see cref="DifficultyHitObject"/>s in the current beatmap.</param> /// <param name="index">The index of this <see cref="DifficultyHitObject"/> in <paramref name="objects"/> list.</param> public DifficultyHitObject(HitObject hitObject, HitObject lastObject, double clockRate, List<DifficultyHitObject> objects, int index) { difficultyHitObjects = objects; Index = index; BaseObject = hitObject; LastObject = lastObject; DeltaTime = (hitObject.StartTime - lastObject.StartTime) / clockRate; StartTime = hitObject.StartTime / clockRate; EndTime = hitObject.GetEndTime() / clockRate; } public DifficultyHitObject Previous(int backwardsIndex) { int index = Index - (backwardsIndex + 1); return index >= 0 && index < difficultyHitObjects.Count ? difficultyHitObjects[index] : default; } public DifficultyHitObject Next(int forwardsIndex) { int index = Index + (forwardsIndex + 1); return index >= 0 && index < difficultyHitObjects.Count ? difficultyHitObjects[index] : default; } } }