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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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2016-09-02 17:27:38 +08:00
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2017-07-26 12:22:46 +08:00
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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.Objects;
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2017-04-18 15:05:58 +08:00
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namespace osu.Game.Rulesets.Taiko.Objects
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{
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public abstract class TaikoHitObject : HitObject
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{
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/// <summary>
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/// Default size of a drawable taiko hit object.
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/// </summary>
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public const float DEFAULT_SIZE = 0.45f;
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/// <summary>
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/// Scale multiplier for a strong drawable taiko hit object.
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/// </summary>
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public const float STRONG_SCALE = 1.4f;
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/// <summary>
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/// Default size of a strong drawable taiko hit object.
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/// </summary>
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public const float DEFAULT_STRONG_SIZE = DEFAULT_SIZE * STRONG_SCALE;
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/// <summary>
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/// Whether this HitObject is a "strong" type.
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/// Strong hit objects give more points for hitting the hit object with both keys.
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/// </summary>
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public bool IsStrong;
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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 { get; protected set; }
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public override void ApplyDefaults(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
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{
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base.ApplyDefaults(controlPointInfo, difficulty);
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EffectControlPoint effectPoint = controlPointInfo.EffectPointAt(StartTime);
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Kiai |= effectPoint.KiaiMode;
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}
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}
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}
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