namespace RhythmBase.Components.Conditions { /// /// Represents a condition based on the last hit in a rhythm game. /// public class LastHitCondition : BaseConditional { /// /// Initializes a new instance of the class. /// public LastHitCondition() { Type = ConditionType.LastHit; } /// /// Gets the type of the condition. /// public override ConditionType Type { get; } /// /// Gets or sets the row where the last hit occurred. /// public sbyte Row { get; set; } /// /// Gets or sets the result that determines under what condition the event will be executed. /// public HitResult Result { get; set; } /// /// Defines the possible results of a hit. /// [Flags] public enum HitResult { /// /// The hit was perfect. /// Perfect = 0, /// /// The hit was slightly early. /// SlightlyEarly = 2, /// /// The hit was slightly late. /// SlightlyLate = 3, /// /// The hit was very early. /// VeryEarly = 4, /// /// The hit was very late. /// VeryLate = 5, /// /// The hit was either slightly early or slightly late. /// AnyEarlyOrLate = 7, /// /// The hit was missed. /// Missed = 15 } } }