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Rework/rewrite beatmap parsing to parse to base hit objects, which mode-specific beatmap converters can then use.
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@ -7,6 +7,7 @@ using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Graphics.Transforms;
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using OpenTK;
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using osu.Game.Modes.Objects.Types;
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namespace osu.Game.Modes.Taiko.Objects.Drawable
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{
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@ -29,8 +30,11 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
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{
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Texture = textures.Get(@"Menu/logo");
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double endTime = (h as IHasEndTime)?.EndTime ?? h.StartTime;
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double duration = endTime - h.StartTime;
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Transforms.Add(new TransformPositionX { StartTime = h.StartTime - 200, EndTime = h.StartTime, StartValue = 1.1f, EndValue = 0.1f });
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Transforms.Add(new TransformAlpha { StartTime = h.StartTime + h.Duration + 200, EndTime = h.StartTime + h.Duration + 400, StartValue = 1, EndValue = 0 });
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Transforms.Add(new TransformAlpha { StartTime = h.StartTime + duration + 200, EndTime = h.StartTime + duration + 400, StartValue = 1, EndValue = 0 });
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Expire(true);
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}
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}
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