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Refactor HitWindows for legibility
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@ -105,7 +105,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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validActionPressed = false;
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UnproxyContent();
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this.Delay(HitObject.HitWindows.HalfWindowFor(HitResult.Miss)).Expire();
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this.Delay(HitObject.HitWindows.WindowFor(HitResult.Miss)).Expire();
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break;
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case ArmedState.Miss:
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@ -6,7 +6,7 @@ using System;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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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.Judgements;
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namespace osu.Game.Rulesets.Taiko.Objects
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@ -2,7 +2,7 @@
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// See the LICENCE file in the repository root for full licence text.
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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.Judgements;
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namespace osu.Game.Rulesets.Taiko.Objects
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@ -2,7 +2,7 @@
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// See the LICENCE file in the repository root for full licence text.
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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.Judgements;
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namespace osu.Game.Rulesets.Taiko.Objects
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@ -4,7 +4,7 @@
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using System;
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using osu.Game.Rulesets.Objects.Types;
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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.Judgements;
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namespace osu.Game.Rulesets.Taiko.Objects
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@ -2,7 +2,7 @@
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// See the LICENCE file in the repository root for full licence text.
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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.Judgements;
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namespace osu.Game.Rulesets.Taiko.Objects
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@ -4,7 +4,9 @@
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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.Objects.Types;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Taiko.Judgements;
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using osu.Game.Rulesets.Taiko.Scoring;
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namespace osu.Game.Rulesets.Taiko.Objects
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{
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@ -1,41 +0,0 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Taiko.Objects
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{
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public class TaikoHitWindows : HitWindows
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{
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private static readonly IReadOnlyDictionary<HitResult, (double od0, double od5, double od10)> base_ranges = new Dictionary<HitResult, (double, double, double)>
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{
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{ HitResult.Great, (100, 70, 40) },
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{ HitResult.Good, (240, 160, 100) },
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{ HitResult.Miss, (270, 190, 140) },
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};
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public override bool IsHitResultAllowed(HitResult result)
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{
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switch (result)
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{
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case HitResult.Great:
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case HitResult.Good:
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case HitResult.Miss:
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return true;
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default:
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return false;
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}
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}
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public override void SetDifficulty(double difficulty)
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{
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Great = BeatmapDifficulty.DifficultyRange(difficulty, base_ranges[HitResult.Great]);
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Good = BeatmapDifficulty.DifficultyRange(difficulty, base_ranges[HitResult.Good]);
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Miss = BeatmapDifficulty.DifficultyRange(difficulty, base_ranges[HitResult.Miss]);
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}
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}
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}
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