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Initial conversion of taiko to use ScrollingPlayfield.
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@ -24,16 +24,6 @@ namespace osu.Game.Rulesets.Taiko.Objects
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/// </summary>
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public const float DEFAULT_STRONG_SIZE = DEFAULT_SIZE * STRONG_SCALE;
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/// <summary>
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/// The time taken from the initial (off-screen) spawn position to the centre of the hit target for a <see cref="TimingControlPoint.BeatLength"/> of 1000ms.
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/// </summary>
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private const double scroll_time = 6000;
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/// <summary>
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/// Our adjusted <see cref="scroll_time"/> taking into consideration local <see cref="TimingControlPoint.BeatLength"/> and other speed multipliers.
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/// </summary>
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public double ScrollTime;
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/// <summary>
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/// Whether this HitObject is a "strong" type.
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/// Strong hit objects give more points for hitting the hit object with both keys.
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@ -49,12 +39,8 @@ namespace osu.Game.Rulesets.Taiko.Objects
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{
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base.ApplyDefaults(controlPointInfo, difficulty);
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TimingControlPoint timingPoint = controlPointInfo.TimingPointAt(StartTime);
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DifficultyControlPoint difficultyPoint = controlPointInfo.DifficultyPointAt(StartTime);
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EffectControlPoint effectPoint = controlPointInfo.EffectPointAt(StartTime);
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ScrollTime = scroll_time * (timingPoint.BeatLength * difficultyPoint.SpeedMultiplier / 1000) / difficulty.SliderMultiplier;
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Kiai |= effectPoint.KiaiMode;
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}
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}
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