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Rename Accented to Strong.
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@ -8,7 +8,7 @@ using osu.Framework.Input;
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namespace osu.Game.Modes.Taiko.Objects.Drawable
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{
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public abstract class DrawableAccentedHit : DrawableHit
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public abstract class DrawableStrongHit : DrawableHit
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{
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/// <summary>
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/// The lenience for the second key press.
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@ -20,7 +20,7 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
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private bool firstKeyHeld;
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private Key firstHitKey;
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protected DrawableAccentedHit(Hit hit)
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protected DrawableStrongHit(Hit hit)
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: base(hit)
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{
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}
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@ -71,7 +71,7 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
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if (!HitKeys.Contains(key))
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return false;
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// Assume the intention was to hit the accented hit with both keys only if the first key is still being held down
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// Assume the intention was to hit the strong hit with both keys only if the first key is still being held down
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return firstKeyHeld && UpdateJudgement(true);
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}
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@ -6,20 +6,20 @@ using OpenTK;
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namespace osu.Game.Modes.Taiko.Objects.Drawable.Pieces
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{
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/// <summary>
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/// A type of circle piece which is drawn at a higher scale as an "accent".
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/// A type of circle piece which is drawn at a higher scale to represent a "strong" piece.
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/// </summary>
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public class AccentedCirclePiece : CirclePiece
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public class StrongCirclePiece : CirclePiece
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{
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/// <summary>
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/// The amount to scale up the base circle to show it as an "accented" piece.
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/// The amount to scale up the base circle to show it as a "strong" piece.
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/// </summary>
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private const float accent_scale = 1.5f;
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private const float strong_scale = 1.5f;
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public AccentedCirclePiece()
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public StrongCirclePiece()
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{
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SymbolContainer.Scale = new Vector2(accent_scale);
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SymbolContainer.Scale = new Vector2(strong_scale);
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}
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public override Vector2 Size => new Vector2(base.Size.X, base.Size.Y * accent_scale);
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public override Vector2 Size => new Vector2(base.Size.X, base.Size.Y * strong_scale);
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}
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}
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