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Make swells and drumrolls optional by default
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@ -4,7 +4,6 @@
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#nullable disable
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using System;
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using System.Linq;
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Utils;
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@ -16,7 +15,6 @@ using osu.Framework.Graphics.Containers;
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using osu.Framework.Input.Events;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Taiko.Skinning.Default;
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using osu.Game.Skinning;
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using osuTK;
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@ -40,6 +38,8 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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private Color4 colourIdle;
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private Color4 colourEngaged;
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public override bool DisplayResult => false;
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public DrawableDrumRoll()
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: this(null)
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{
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@ -140,14 +140,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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if (timeOffset < 0)
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return;
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int countHit = NestedHitObjects.Count(o => o.IsHit);
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if (countHit >= HitObject.RequiredGoodHits)
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{
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ApplyResult(r => r.Type = countHit >= HitObject.RequiredGreatHits ? HitResult.Great : HitResult.Ok);
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}
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else
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ApplyResult(r => r.Type = r.Judgement.MinResult);
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ApplyResult(r => r.Type = r.Judgement.MinResult);
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}
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protected override void UpdateHitStateTransforms(ArmedState state)
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@ -16,7 +16,7 @@ using osuTK.Graphics;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Input.Events;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Taiko.Judgements;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Taiko.Skinning.Default;
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using osu.Game.Skinning;
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@ -39,6 +39,8 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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private readonly CircularContainer targetRing;
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private readonly CircularContainer expandingRing;
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public override bool DisplayResult => false;
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public DrawableSwell()
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: this(null)
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{
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@ -222,11 +224,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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tick.TriggerResult(false);
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}
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ApplyResult(r =>
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{
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var swellJudgement = (TaikoSwellJudgement)r.Judgement;
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r.Type = numHits > HitObject.RequiredHits / 2 ? swellJudgement.PartialCompletionResult : swellJudgement.MinResult;
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});
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ApplyResult(r => r.Type = numHits > HitObject.RequiredHits / 2 ? HitResult.SmallBonus : r.Judgement.MinResult);
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}
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}
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