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Implement nested strong hit application
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@ -250,32 +250,37 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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}
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}
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protected override DrawableStrongNestedHit CreateStrongNestedHit(Hit.StrongNestedHit hitObject) => new StrongNestedHit(hitObject, this);
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protected override DrawableStrongNestedHit CreateStrongNestedHit(Hit.StrongNestedHit hitObject) => new StrongNestedHit(hitObject);
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private class StrongNestedHit : DrawableStrongNestedHit
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{
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public new DrawableHit ParentHitObject => (DrawableHit)base.ParentHitObject;
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/// <summary>
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/// The lenience for the second key press.
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/// This does not adjust by map difficulty in ScoreV2 yet.
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/// </summary>
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private const double second_hit_window = 30;
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public new DrawableHit MainObject => (DrawableHit)base.MainObject;
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public StrongNestedHit()
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: this(null)
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{
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}
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public StrongNestedHit(Hit.StrongNestedHit nestedHit, DrawableHit hit)
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: base(nestedHit, hit)
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public StrongNestedHit([CanBeNull] Hit.StrongNestedHit nestedHit)
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: base(nestedHit)
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{
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}
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protected override void CheckForResult(bool userTriggered, double timeOffset)
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{
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if (!MainObject.Result.HasResult)
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if (!ParentHitObject.Result.HasResult)
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{
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base.CheckForResult(userTriggered, timeOffset);
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return;
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}
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if (!MainObject.Result.IsHit)
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if (!ParentHitObject.Result.IsHit)
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{
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ApplyResult(r => r.Type = r.Judgement.MinResult);
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return;
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@ -283,27 +288,27 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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if (!userTriggered)
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{
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if (timeOffset - MainObject.Result.TimeOffset > second_hit_window)
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if (timeOffset - ParentHitObject.Result.TimeOffset > second_hit_window)
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ApplyResult(r => r.Type = r.Judgement.MinResult);
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return;
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}
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if (Math.Abs(timeOffset - MainObject.Result.TimeOffset) <= second_hit_window)
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if (Math.Abs(timeOffset - ParentHitObject.Result.TimeOffset) <= second_hit_window)
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ApplyResult(r => r.Type = r.Judgement.MaxResult);
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}
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public override bool OnPressed(TaikoAction action)
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{
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// Don't process actions until the main hitobject is hit
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if (!MainObject.IsHit)
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if (!ParentHitObject.IsHit)
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return false;
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// Don't process actions if the pressed button was released
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if (MainObject.HitAction == null)
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if (ParentHitObject.HitAction == null)
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return false;
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// Don't handle invalid hit action presses
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if (!MainObject.HitActions.Contains(action))
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if (!ParentHitObject.HitActions.Contains(action))
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return false;
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return UpdateResult(true);
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