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Make taiko use the new nested hitobject structure
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@ -11,6 +11,7 @@ using osu.Game.Audio;
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using System.Collections.Generic;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Primitives;
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using osu.Game.Rulesets.Objects;
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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@ -109,11 +110,12 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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public override Vector2 OriginPosition => new Vector2(DrawHeight / 2);
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protected readonly Vector2 BaseSize;
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public new TaikoHitType HitObject;
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protected readonly Vector2 BaseSize;
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protected readonly TaikoPiece MainPiece;
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public new TaikoHitType HitObject;
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private readonly Container<DrawableStrongNestedHit> strongHitContainer;
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protected DrawableTaikoHitObject(TaikoHitType hitObject)
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: base(hitObject)
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@ -129,17 +131,38 @@ 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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AddInternal(strongHitContainer = new Container<DrawableStrongNestedHit>());
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}
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if (strongObject != null)
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protected override void AddNested(DrawableHitObject h)
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{
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base.AddNested(h);
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switch (h)
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{
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var strongHit = CreateStrongHit(strongObject);
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AddNested(strongHit);
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AddInternal(strongHit);
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case DrawableStrongNestedHit strong:
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strongHitContainer.Add(strong);
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break;
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}
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}
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protected override void ClearNested()
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{
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base.ClearNested();
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strongHitContainer.Clear();
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}
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protected override DrawableHitObject CreateNested(HitObject hitObject)
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{
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switch (hitObject)
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{
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case StrongHitObject strong:
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return CreateStrongHit(strong);
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}
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return base.CreateNested(hitObject);
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}
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// Normal and clap samples are handled by the drum
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protected override IEnumerable<HitSampleInfo> GetSamples() => HitObject.Samples.Where(s => s.Name != HitSampleInfo.HIT_NORMAL && s.Name != HitSampleInfo.HIT_CLAP);
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