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Ez2Lazer/osu.Game.Rulesets.Mania/Difficulty/Preprocessing/ManiaDifficultyHitObject.cs

71 lines
3.3 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Collections.Generic;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Mania.Objects;
using osu.Game.Rulesets.Objects;
namespace osu.Game.Rulesets.Mania.Difficulty.Preprocessing
{
public class ManiaDifficultyHitObject : DifficultyHitObject
{
public new ManiaHitObject BaseObject => (ManiaHitObject)base.BaseObject;
private readonly List<DifficultyHitObject>[] perColumnObjects;
private readonly int columnIndex;
public readonly int Column;
// The hit object earlier in time than this note in each column
public readonly ManiaDifficultyHitObject?[] PreviousHitObjects;
public readonly double ColumnStrainTime;
public ManiaDifficultyHitObject(HitObject hitObject, HitObject lastObject, double clockRate, List<DifficultyHitObject> objects, List<DifficultyHitObject>[] perColumnObjects, int index)
: base(hitObject, lastObject, clockRate, objects, index)
{
int totalColumns = perColumnObjects.Length;
this.perColumnObjects = perColumnObjects;
Column = BaseObject.Column;
columnIndex = perColumnObjects[Column].Count;
PreviousHitObjects = new ManiaDifficultyHitObject[totalColumns];
ColumnStrainTime = StartTime - PrevInColumn(0)?.StartTime ?? StartTime;
if (index > 0)
{
ManiaDifficultyHitObject prevNote = (ManiaDifficultyHitObject)objects[index - 1];
for (int i = 0; i < prevNote.PreviousHitObjects.Length; i++)
PreviousHitObjects[i] = prevNote.PreviousHitObjects[i];
// intentionally depends on processing order to match live.
PreviousHitObjects[prevNote.Column] = prevNote;
}
}
/// <summary>
/// The previous object in the same column as this <see cref="ManiaDifficultyHitObject"/>, exclusive of Long Note tails.
/// </summary>
/// <param name="backwardsIndex">The number of notes to go back.</param>
/// <returns>The object in this column <paramref name="backwardsIndex"/> notes back, or null if this is the first note in the column.</returns>
public ManiaDifficultyHitObject? PrevInColumn(int backwardsIndex)
{
int index = columnIndex - (backwardsIndex + 1);
return index >= 0 && index < perColumnObjects[Column].Count ? (ManiaDifficultyHitObject)perColumnObjects[Column][index] : null;
}
/// <summary>
/// The next object in the same column as this <see cref="ManiaDifficultyHitObject"/>, exclusive of Long Note tails.
/// </summary>
/// <param name="forwardsIndex">The number of notes to go forward.</param>
/// <returns>The object in this column <paramref name="forwardsIndex"/> notes forward, or null if this is the last note in the column.</returns>
public ManiaDifficultyHitObject? NextInColumn(int forwardsIndex)
{
int index = columnIndex + (forwardsIndex + 1);
return index >= 0 && index < perColumnObjects[Column].Count ? (ManiaDifficultyHitObject)perColumnObjects[Column][index] : null;
}
}
}