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Rename IgnoreJudgement -> OnlyJudgeNestedObjects
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@ -49,7 +49,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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switch (hitObject)
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switch (hitObject)
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{
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{
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case Slider slider:
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case Slider slider:
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slider.IgnoreJudgement = !NoSliderHeadAccuracy.Value;
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slider.OnlyJudgeNestedObjects = !NoSliderHeadAccuracy.Value;
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foreach (var head in slider.NestedHitObjects.OfType<SliderHeadCircle>())
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foreach (var head in slider.NestedHitObjects.OfType<SliderHeadCircle>())
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head.JudgeAsNormalHitCircle = !NoSliderHeadAccuracy.Value;
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head.JudgeAsNormalHitCircle = !NoSliderHeadAccuracy.Value;
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@ -31,7 +31,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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public SliderBall Ball { get; private set; }
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public SliderBall Ball { get; private set; }
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public SkinnableDrawable Body { get; private set; }
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public SkinnableDrawable Body { get; private set; }
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public override bool DisplayResult => !HitObject.IgnoreJudgement;
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public override bool DisplayResult => !HitObject.OnlyJudgeNestedObjects;
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private PlaySliderBody sliderBody => Body.Drawable as PlaySliderBody;
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private PlaySliderBody sliderBody => Body.Drawable as PlaySliderBody;
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@ -250,7 +250,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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if (userTriggered || Time.Current < HitObject.EndTime)
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if (userTriggered || Time.Current < HitObject.EndTime)
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return;
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return;
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if (HitObject.IgnoreJudgement)
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if (HitObject.OnlyJudgeNestedObjects)
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{
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{
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ApplyResult(r => r.Type = NestedHitObjects.Any(h => h.Result.IsHit) ? r.Judgement.MaxResult : r.Judgement.MinResult);
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ApplyResult(r => r.Type = NestedHitObjects.Any(h => h.Result.IsHit) ? r.Judgement.MaxResult : r.Judgement.MinResult);
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return;
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return;
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@ -115,10 +115,10 @@ namespace osu.Game.Rulesets.Osu.Objects
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public double TickDistanceMultiplier = 1;
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public double TickDistanceMultiplier = 1;
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/// <summary>
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/// <summary>
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/// Whether this <see cref="Slider"/>'s judgement should be ignored.
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/// Whether this <see cref="Slider"/>'s judgement is fully handled by its nested <see cref="HitObject"/>s.
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/// If <c>false</c>, this <see cref="Slider"/> will be judged proportionally to the number of ticks hit.
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/// If <c>false</c>, this <see cref="Slider"/> will be judged proportionally to the number of nested <see cref="HitObject"/>s hit.
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/// </summary>
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/// </summary>
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public bool IgnoreJudgement = true;
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public bool OnlyJudgeNestedObjects = true;
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[JsonIgnore]
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[JsonIgnore]
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public SliderHeadCircle HeadCircle { get; protected set; }
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public SliderHeadCircle HeadCircle { get; protected set; }
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@ -239,7 +239,7 @@ namespace osu.Game.Rulesets.Osu.Objects
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HeadCircle.Samples = this.GetNodeSamples(0);
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HeadCircle.Samples = this.GetNodeSamples(0);
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}
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}
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public override Judgement CreateJudgement() => IgnoreJudgement ? new OsuIgnoreJudgement() : new OsuJudgement();
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public override Judgement CreateJudgement() => OnlyJudgeNestedObjects ? new OsuIgnoreJudgement() : new OsuJudgement();
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protected override HitWindows CreateHitWindows() => HitWindows.Empty;
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protected override HitWindows CreateHitWindows() => HitWindows.Empty;
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}
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}
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