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Re-implement strong judgements via hitobject
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@ -0,0 +1,19 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Game.Rulesets.Objects.Drawables;
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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public abstract class DrawableStrongHitObject : DrawableTaikoHitObject
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{
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protected DrawableStrongHitObject(StrongHitObject strong)
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: base(strong)
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{
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}
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protected override void UpdateState(ArmedState state)
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{
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}
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}
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}
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@ -101,6 +101,17 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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Content.Add(MainPiece = CreateMainPiece());
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MainPiece.KiaiMode = HitObject.Kiai;
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var strongObject = HitObject.NestedHitObjects.OfType<StrongHitObject>().FirstOrDefault();
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if (strongObject != null)
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{
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var vis = CreateStrongObject(strongObject);
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if (vis != null)
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{
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AddNested(vis);
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AddInternal(vis);
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}
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}
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}
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// Normal and clap samples are handled by the drum
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@ -109,5 +120,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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protected override string SampleNamespace => "Taiko";
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protected virtual TaikoPiece CreateMainPiece() => new CirclePiece();
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protected virtual DrawableStrongHitObject CreateStrongObject(StrongHitObject hitObject) => null;
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}
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}
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