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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.Rulesets.Objects ;
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using osu.Game.Rulesets.Taiko.Judgements ;
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
{
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/// <summary>
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/// Used as a nested hitobject to provide <see cref="TaikoStrongJudgement"/>s for <see cref="DrawableTaikoStrongableHitObject{TObject,TStrongNestedObject}"/>s.
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/// </summary>
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public abstract partial class DrawableStrongNestedHit : DrawableTaikoHitObject
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{
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public new DrawableTaikoHitObject ? ParentHitObject = > base . ParentHitObject as DrawableTaikoHitObject ;
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protected DrawableStrongNestedHit ( StrongNestedHitObject ? nestedHit )
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: base ( nestedHit )
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{
}
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public override void OnKilled ( )
{
base . OnKilled ( ) ;
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// usually, the strong nested hit isn't judged itself, it is judged by its parent object.
// however, in rare cases (see: drum rolls, hits with hidden active),
// it can happen that the hit window of the nested strong hit extends past the lifetime of the parent object.
// this is a safety to prevent such cases from causing the nested hit to never be judged and as such prevent gameplay from completing.
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if ( ! Judged & & Time . Current > ParentHitObject ? . HitObject . GetEndTime ( ) )
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ApplyMinResult ( ) ;
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}
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}
}