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Add osu! autoplay generation.
Doesn't work on complex sliders yet.
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@ -69,15 +69,18 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
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Size = circle.DrawSize;
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}
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double hit50 = 150;
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double hit100 = 80;
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double hit300 = 30;
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//todo: these aren't constants.
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public const double HITTABLE_RANGE = 300;
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public const double HIT_WINDOW_50 = 150;
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public const double HIT_WINDOW_100 = 80;
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public const double HIT_WINDOW_300 = 30;
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public const double CIRCLE_RADIUS = 64;
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protected override void CheckJudgement(bool userTriggered)
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{
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if (!userTriggered)
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{
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if (Judgement.TimeOffset > hit50)
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if (Judgement.TimeOffset > HIT_WINDOW_50)
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Judgement.Result = HitResult.Miss;
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return;
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}
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@ -86,15 +89,15 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
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OsuJudgementInfo osuJudgement = Judgement as OsuJudgementInfo;
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if (hitOffset < hit50)
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if (hitOffset < HIT_WINDOW_50)
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{
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Judgement.Result = HitResult.Hit;
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if (hitOffset < hit300)
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if (hitOffset < HIT_WINDOW_300)
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osuJudgement.Score = OsuScoreResult.Hit300;
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else if (hitOffset < hit100)
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else if (hitOffset < HIT_WINDOW_100)
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osuJudgement.Score = OsuScoreResult.Hit100;
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else if (hitOffset < hit50)
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else if (hitOffset < HIT_WINDOW_50)
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osuJudgement.Score = OsuScoreResult.Hit50;
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}
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else
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@ -21,7 +21,7 @@ namespace osu.Game.Modes.Osu.Objects.Drawables.Pieces
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public CirclePiece()
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{
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Size = new Vector2(128);
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Size = new Vector2((float)DrawableHitCircle.CIRCLE_RADIUS * 2);
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Masking = true;
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CornerRadius = Size.X / 2;
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