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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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using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Osu.Judgements;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Osu.Objects
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{
public class SliderTick : OsuHitObject
{
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public int SpanIndex { get; set; }
public double SpanStartTime { get; set; }
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protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, IBeatmapDifficultyInfo difficulty)
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{
base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
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double offset;
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if (SpanIndex > 0)
// Adding 200 to include the offset stable used.
// This is so on repeats ticks don't appear too late to be visually processed by the player.
offset = 200;
else
offset = TimePreempt * 0.66f;
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TimePreempt = (StartTime - SpanStartTime) / 2 + offset;
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}
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protected override HitWindows CreateHitWindows() => HitWindows.Empty;
public override Judgement CreateJudgement() => new SliderTickJudgement();
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}
}