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osu-lazer/osu.Game.Rulesets.Osu/Objects/SliderEndCircle.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Osu.Objects
{
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/// <summary>
/// A hit circle which is at the end of a slider path (either repeat or final tail).
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/// </summary>
public abstract class SliderEndCircle : HitCircle
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{
private readonly Slider slider;
protected SliderEndCircle(Slider slider)
{
this.slider = slider;
}
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public int RepeatIndex { get; set; }
public double SpanDuration => slider.SpanDuration;
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protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, IBeatmapDifficultyInfo difficulty)
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{
base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
if (RepeatIndex > 0)
{
// Repeat points after the first span should appear behind the still-visible one.
TimeFadeIn = 0;
// The next end circle should appear exactly after the previous circle (on the same end) is hit.
TimePreempt = SpanDuration * 2;
}
else
{
// taken from osu-stable
const float first_end_circle_preempt_adjust = 2 / 3f;
// The first end circle should fade in with the slider.
TimePreempt = (StartTime - slider.StartTime) + slider.TimePreempt * first_end_circle_preempt_adjust;
}
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}
protected override HitWindows CreateHitWindows() => HitWindows.Empty;
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}
}