Esempio n. 1
0
        /// <summary>
        /// calculate how many notes in a row by giving probability
        /// </summary>
        /// <param name="deltaTime"></param>
        /// <param name="repeatCount"></param>
        /// <param name="noteNeed4">put 4 notes in a row if probability larger than this value</param>
        /// <param name="noteNeed3"></param>
        /// <param name="noteNeed2"></param>
        private void NoteCalculation(int startTime, int deltaTime, float noteNeed4, float noteNeed3, float noteNeed2)
        {
            //reduce probability by Column limit.
            switch (hitObjectManager.ManiaStage.Columns.Count)
            {
            case 2:
                noteNeed4 = 1f;
                noteNeed3 = 1f;
                noteNeed2 = 1f;
                break;

            case 3:
                noteNeed4 = 1f;
                noteNeed3 = 1f;
                noteNeed2 = Math.Max(noteNeed2, 0.90f);
                break;

            case 4:
                noteNeed4 = 1f;
                noteNeed3 = Math.Max(noteNeed3, 0.96f);
                noteNeed2 = Math.Max(noteNeed2, 0.7f);
                break;

            case 5:
                noteNeed4 = Math.Max(noteNeed4, 0.97f);
                noteNeed3 = Math.Max(noteNeed3, 0.90f);
                noteNeed2 = Math.Max(noteNeed2, 0.66f);
                break;
            }

            if ((convertType & ManiaConvertType.LowProbability) == 0 &&
                (SoundType.IsType(HitObjectSoundType.Clap | HitObjectSoundType.Finish) ||
                 SoundTypeAt(startTime).IsType(HitObjectSoundType.Clap | HitObjectSoundType.Finish)))
            {
                noteNeed2 = 0;
            }
            AddRandomNote(hitFactoryMania.GetRandomValue(noteNeed2, noteNeed3, noteNeed4), startTime, deltaTime);
        }
Esempio n. 2
0
        /// <summary>
        /// calculate how many notes in a row by giving probability
        /// </summary>
        /// <param name="noteNeed5"></param>
        /// <param name="noteNeed4"></param>
        /// <param name="noteNeed3"></param>
        /// <param name="noteNeed2"></param>
        /// <param name="rn"></param>
        private void NoteCalculationNormal(float noteNeed5, float noteNeed4, float noteNeed3, float noteNeed2)
        {
            //reduce probability by Column limit.
            switch (hitObjectManager.ManiaStage.Columns.Count)
            {
            case 2:
                noteNeed5 = 1f;
                noteNeed4 = 1f;
                noteNeed3 = 1f;
                noteNeed2 = 1f;
                break;

            case 3:
                noteNeed5 = 1f;
                noteNeed4 = 1f;
                noteNeed3 = 1f;
                noteNeed2 = Math.Max(noteNeed2, 0.90f);
                break;

            case 4:
                noteNeed5 = 1f;
                noteNeed4 = 1f;
                noteNeed3 = Math.Max(noteNeed3, 0.96f);
                noteNeed2 = Math.Max(noteNeed2, 0.77f);
                break;

            case 5:
                noteNeed5 = 1f;
                noteNeed4 = Math.Max(noteNeed4, 0.97f);
                noteNeed3 = Math.Max(noteNeed3, 0.85f);
                break;
            }
            if (SoundType.IsType(HitObjectSoundType.Clap))
            {
                noteNeed2 = 0;
            }
            int noteNeed = hitFactoryMania.GetRandomValue(noteNeed2, noteNeed3, noteNeed4, noteNeed5);

            AddRandomNote(noteNeed);
        }