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osu-lazer/osu.Game.Rulesets.Taiko/Difficulty/Preprocessing/TaikoDifficultyHitObject.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.
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Taiko.Objects;
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
{
public class TaikoDifficultyHitObject : DifficultyHitObject
{
public readonly bool HasTypeChange;
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public readonly bool HasTimingChange;
public readonly TaikoDifficultyHitObjectRhythm Rhythm;
public readonly bool IsKat;
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public bool StaminaCheese = false;
public readonly int RhythmID;
public readonly double NoteLength;
public readonly int n;
private int counter = 0;
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public TaikoDifficultyHitObject(HitObject hitObject, HitObject lastObject, HitObject lastLastObject, double clockRate, TaikoDifficultyHitObjectRhythm rhythm)
: base(hitObject, lastObject, clockRate)
{
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var lastHit = lastObject as Hit;
var currentHit = hitObject as Hit;
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NoteLength = DeltaTime;
double prevLength = (lastObject.StartTime - lastLastObject.StartTime) / clockRate;
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Rhythm = rhythm.GetClosest(NoteLength / prevLength);
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RhythmID = Rhythm.ID;
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HasTypeChange = lastHit?.Type != currentHit?.Type;
IsKat = lastHit?.Type == HitType.Rim;
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HasTimingChange = !rhythm.IsRepeat(RhythmID);
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n = counter;
counter++;
}
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public const int CONST_RHYTHM_ID = 0;
}
}