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osu-lazer/osu.Game.Modes.Taiko/Objects/TaikoHitObject.cs

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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Game.Beatmaps.Timing;
using osu.Game.Database;
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using osu.Game.Modes.Objects;
namespace osu.Game.Modes.Taiko.Objects
{
public abstract class TaikoHitObject : HitObject
{
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/// <summary>
/// HitCircle radius.
/// </summary>
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public const float CIRCLE_RADIUS = 42f;
/// <summary>
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/// The time taken from the initial (off-screen) spawn position to the centre of the hit target for a <see cref="ControlPoint.BeatLength"/> of 1000ms.
/// </summary>
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private const double scroll_time = 6000;
/// <summary>
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/// Our adjusted <see cref="scroll_time"/> taking into consideration local <see cref="ControlPoint.BeatLength"/> and other speed multipliers.
/// </summary>
public double ScrollTime;
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/// <summary>
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/// Whether this HitObject is a "strong" type.
/// Strong hit objects give more points for hitting the hit object with both keys.
/// </summary>
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public bool IsStrong;
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/// <summary>
/// Whether this HitObject is in Kiai time.
/// </summary>
public bool Kiai { get; protected set; }
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public override void ApplyDefaults(TimingInfo timing, BeatmapDifficulty difficulty)
{
base.ApplyDefaults(timing, difficulty);
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ScrollTime = scroll_time * (timing.BeatLengthAt(StartTime) * timing.SpeedMultiplierAt(StartTime) / 1000) / difficulty.SliderMultiplier;
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ControlPoint overridePoint;
Kiai = timing.TimingPointAt(StartTime, out overridePoint).KiaiMode;
if (overridePoint != null)
Kiai |= overridePoint.KiaiMode;
}
}
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}