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Merge branch 'master' into maximum-judgement-offset-in-hit-object
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@ -207,6 +207,9 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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const float gravity_time = 300;
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const float gravity_travel_height = 200;
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if (SnapJudgementLocation)
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MainPiece.MoveToX(-X);
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this.ScaleTo(0.8f, gravity_time * 2, Easing.OutQuad);
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this.MoveToY(-gravity_travel_height, gravity_time, Easing.Out)
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@ -25,6 +25,15 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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private readonly Container nonProxiedContent;
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/// <summary>
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/// Whether the location of the hit should be snapped to the hit target before animating.
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/// </summary>
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/// <remarks>
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/// This is how osu-stable worked, but notably is not how TnT works.
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/// Not snapping results in less visual feedback on hit accuracy.
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/// </remarks>
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public bool SnapJudgementLocation { get; set; }
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protected DrawableTaikoHitObject([CanBeNull] TaikoHitObject hitObject)
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: base(hitObject)
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{
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