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Add Hit class, make TaikoHitObject abstract.
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@ -7,28 +7,13 @@ using osu.Game.Modes.Objects;
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namespace osu.Game.Modes.Taiko.Objects
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{
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public class TaikoHitObject : HitObject
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public abstract class TaikoHitObject : HitObject
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{
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/// <summary>
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/// HitCircle radius.
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/// </summary>
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public const float CIRCLE_RADIUS = 64;
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/// <summary>
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/// The hit window that results in a "GREAT" hit.
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/// </summary>
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public double HitWindowGreat = 35;
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/// <summary>
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/// The hit window that results in a "GOOD" hit.
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/// </summary>
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public double HitWindowGood = 80;
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/// <summary>
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/// The hit window that results in a "MISS".
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/// </summary>
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public double HitWindowMiss = 95;
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/// <summary>
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/// The time to scroll in the HitObject.
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/// </summary>
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@ -37,7 +22,7 @@ namespace osu.Game.Modes.Taiko.Objects
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/// <summary>
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/// Whether this HitObject is in Kiai time.
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/// </summary>
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public bool Kiai;
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public bool Kiai { get; protected set; }
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public override void ApplyDefaults(TimingInfo timing, BeatmapDifficulty difficulty)
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{
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@ -50,10 +35,6 @@ namespace osu.Game.Modes.Taiko.Objects
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if (overridePoint != null)
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Kiai |= overridePoint.KiaiMode;
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HitWindowGreat = BeatmapDifficulty.DifficultyRange(difficulty.OverallDifficulty, 50, 35, 20);
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HitWindowGood = BeatmapDifficulty.DifficultyRange(difficulty.OverallDifficulty, 120, 80, 50);
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HitWindowMiss = BeatmapDifficulty.DifficultyRange(difficulty.OverallDifficulty, 135, 95, 70);
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}
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}
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}
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