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osu-lazer/osu.Game.Rulesets.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;
using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Objects;
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namespace osu.Game.Rulesets.Taiko.Objects
{
public abstract class TaikoHitObject : HitObject
{
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/// <summary>
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/// Default size of a drawable taiko hit object.
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/// </summary>
public const float DEFAULT_SIZE = 0.45f;
/// <summary>
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/// Scale multiplier for a strong drawable taiko hit object.
/// </summary>
public const float STRONG_SCALE = 1.4f;
/// <summary>
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/// Default size of a strong drawable taiko hit object.
/// </summary>
public const float DEFAULT_STRONG_SIZE = DEFAULT_SIZE * STRONG_SCALE;
/// <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="TimingControlPoint.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="TimingControlPoint.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(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
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{
base.ApplyDefaults(controlPointInfo, difficulty);
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TimingControlPoint timingPoint = controlPointInfo.TimingPointAt(StartTime);
DifficultyControlPoint difficultyPoint = controlPointInfo.DifficultyPointAt(StartTime);
EffectControlPoint effectPoint = controlPointInfo.EffectPointAt(StartTime);
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ScrollTime = scroll_time * (timingPoint.BeatLength * difficultyPoint.SpeedMultiplier / 1000) / difficulty.SliderMultiplier;
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Kiai |= effectPoint.KiaiMode;
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}
}
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}