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implement HD for CtB
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@ -14,6 +14,8 @@ namespace osu.Game.Rulesets.Catch.Objects
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public float X { get; set; }
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public double TimePreempt = 1000;
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public int IndexInBeatmap { get; set; }
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public virtual FruitVisualRepresentation VisualRepresentation => (FruitVisualRepresentation)(ComboIndex % 4);
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@ -54,6 +56,8 @@ namespace osu.Game.Rulesets.Catch.Objects
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{
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base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
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TimePreempt = (float)BeatmapDifficulty.DifficultyRange(difficulty.ApproachRate, 1800, 1200, 450);
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Scale = 1.0f - 0.7f * (difficulty.CircleSize - 5) / 5;
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}
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@ -68,11 +68,9 @@ namespace osu.Game.Rulesets.Catch.Objects.Drawable
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AccentColour = skin.GetValue<SkinConfiguration, Color4?>(s => s.ComboColours.Count > 0 ? s.ComboColours[combo.ComboIndex % s.ComboColours.Count] : (Color4?)null) ?? Color4.White;
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}
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private const float preempt = 1000;
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protected override void UpdateState(ArmedState state)
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{
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using (BeginAbsoluteSequence(HitObject.StartTime - preempt))
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using (BeginAbsoluteSequence(HitObject.StartTime - HitObject.TimePreempt))
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this.FadeIn(200);
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var endTime = (HitObject as IHasEndTime)?.EndTime ?? HitObject.StartTime;
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