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Merge branch 'master' into taiko-drumroll-party
# Conflicts: # osu.Game.Rulesets.Taiko/UI/TaikoPlayfield.cs
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@ -92,8 +92,6 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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// The input manager processes all input prior to us updating, so this is the perfect time
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// for us to remove the extra press blocking, before input is handled in the next frame
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pressHandledThisFrame = false;
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Size = BaseSize * Parent.RelativeChildSize;
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}
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protected override void UpdateStateTransforms(ArmedState state)
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@ -3,15 +3,20 @@
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using osu.Game.Rulesets.Objects.Types;
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using System;
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using System.Collections.Generic;
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using osu.Game.Audio;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Taiko.Beatmaps;
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using osu.Game.Rulesets.Taiko.Judgements;
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using osuTK;
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namespace osu.Game.Rulesets.Taiko.Objects
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{
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public class DrumRoll : TaikoHitObject, IHasEndTime
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public class DrumRoll : TaikoHitObject, IHasCurve
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{
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/// <summary>
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/// Drum roll distance that results in a duration of 1 speed-adjusted beat length.
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@ -26,6 +31,11 @@ namespace osu.Game.Rulesets.Taiko.Objects
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public double Duration { get; set; }
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/// <summary>
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/// Velocity of this <see cref="DrumRoll"/>.
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/// </summary>
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public double Velocity { get; private set; }
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/// <summary>
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/// Numer of ticks per beat length.
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/// </summary>
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@ -54,6 +64,10 @@ namespace osu.Game.Rulesets.Taiko.Objects
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base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
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TimingControlPoint timingPoint = controlPointInfo.TimingPointAt(StartTime);
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DifficultyControlPoint difficultyPoint = controlPointInfo.DifficultyPointAt(StartTime);
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double scoringDistance = base_distance * difficulty.SliderMultiplier * difficultyPoint.SpeedMultiplier;
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Velocity = scoringDistance / timingPoint.BeatLength;
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tickSpacing = timingPoint.BeatLength / TickRate;
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overallDifficulty = difficulty.OverallDifficulty;
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@ -93,5 +107,18 @@ namespace osu.Game.Rulesets.Taiko.Objects
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public override Judgement CreateJudgement() => new TaikoDrumRollJudgement();
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protected override HitWindows CreateHitWindows() => HitWindows.Empty;
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#region LegacyBeatmapEncoder
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double IHasDistance.Distance => Duration * Velocity;
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int IHasRepeats.RepeatCount { get => 0; set { } }
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List<IList<HitSampleInfo>> IHasRepeats.NodeSamples => new List<IList<HitSampleInfo>>();
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SliderPath IHasCurve.Path
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=> new SliderPath(PathType.Linear, new[] { Vector2.Zero, new Vector2(1) }, ((IHasDistance)this).Distance / TaikoBeatmapConverter.LEGACY_VELOCITY_MULTIPLIER);
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#endregion
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}
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}
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