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osu-lazer/osu.Game.Rulesets.Taiko/Objects/TaikoHitObject.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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using System.Threading;
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using osu.Framework.Bindables;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Taiko.Judgements;
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using osu.Game.Rulesets.Taiko.Scoring;
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namespace osu.Game.Rulesets.Taiko.Objects
{
public abstract class TaikoHitObject : HitObject
{
/// <summary>
/// Default size of a drawable taiko hit object.
/// </summary>
public const float DEFAULT_SIZE = 0.45f;
/// <summary>
/// Scale multiplier for a strong drawable taiko hit object.
/// </summary>
public const float STRONG_SCALE = 1.4f;
/// <summary>
/// Default size of a strong drawable taiko hit object.
/// </summary>
public const float DEFAULT_STRONG_SIZE = DEFAULT_SIZE * STRONG_SCALE;
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public readonly Bindable<bool> IsStrongBindable = new BindableBool();
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/// <summary>
/// Whether this HitObject is a "strong" type.
/// Strong hit objects give more points for hitting the hit object with both keys.
/// </summary>
public bool IsStrong
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{
get => IsStrongBindable.Value;
set => IsStrongBindable.Value = value;
}
protected override void CreateNestedHitObjects(CancellationToken cancellationToken)
{
base.CreateNestedHitObjects(cancellationToken);
if (IsStrong)
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AddNested(new StrongHitObject { StartTime = this.GetEndTime() });
}
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public override Judgement CreateJudgement() => new TaikoJudgement();
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protected override HitWindows CreateHitWindows() => new TaikoHitWindows();
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}
}