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Merge branch 'master' into taiko_note_circle
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@ -12,9 +12,9 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
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{
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internal class DrawableTaikoHit : Sprite
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{
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private TaikoBaseHit h;
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private TaikoHitObject h;
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public DrawableTaikoHit(TaikoBaseHit h)
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public DrawableTaikoHit(TaikoHitObject h)
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{
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this.h = h;
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@ -1,20 +0,0 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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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 TaikoBaseHit : HitObject
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{
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public float Scale = 1;
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public TaikoColour Type;
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}
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public enum TaikoColour
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{
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Red,
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Blue
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}
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}
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59
osu.Game.Modes.Taiko/Objects/TaikoHitObject.cs
Normal file
59
osu.Game.Modes.Taiko/Objects/TaikoHitObject.cs
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@ -0,0 +1,59 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Game.Beatmaps.Timing;
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using osu.Game.Database;
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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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{
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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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public double PreEmpt;
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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 override void ApplyDefaults(TimingInfo timing, BeatmapDifficulty difficulty)
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{
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base.ApplyDefaults(timing, difficulty);
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PreEmpt = 600 / (timing.SliderVelocityAt(StartTime) * difficulty.SliderMultiplier) * 1000;
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ControlPoint overridePoint;
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Kiai = timing.TimingPointAt(StartTime, out overridePoint).KiaiMode;
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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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