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Merge branch 'master' into rename_accented
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076dd73e84
57
osu.Game.Modes.Taiko/Objects/Drawable/DrawableDrumRoll.cs
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57
osu.Game.Modes.Taiko/Objects/Drawable/DrawableDrumRoll.cs
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Game.Modes.Objects.Drawables;
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using osu.Game.Modes.Taiko.Judgements;
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using System.Linq;
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namespace osu.Game.Modes.Taiko.Objects.Drawable
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{
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public class DrawableDrumRoll : DrawableTaikoHitObject
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{
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private readonly DrumRoll drumRoll;
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public DrawableDrumRoll(DrumRoll drumRoll)
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: base(drumRoll)
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{
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this.drumRoll = drumRoll;
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int tickIndex = 0;
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foreach (var tick in drumRoll.Ticks)
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{
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var newTick = new DrawableDrumRollTick(tick)
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{
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Depth = tickIndex,
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X = (float)((tick.StartTime - HitObject.StartTime) / drumRoll.Duration)
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};
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AddNested(newTick);
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tickIndex++;
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}
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}
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protected override void UpdateState(ArmedState state)
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{
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}
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protected override void CheckJudgement(bool userTriggered)
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{
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if (userTriggered)
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return;
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if (Judgement.TimeOffset < 0)
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return;
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int countHit = NestedHitObjects.Count(o => o.Judgement.Result == HitResult.Hit);
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if (countHit > drumRoll.RequiredGoodHits)
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{
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Judgement.Result = HitResult.Hit;
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Judgement.TaikoResult = countHit >= drumRoll.RequiredGreatHits ? TaikoHitResult.Great : TaikoHitResult.Good;
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}
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else
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Judgement.Result = HitResult.Miss;
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}
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}
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}
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@ -0,0 +1,53 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using OpenTK.Input;
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using osu.Game.Modes.Taiko.Judgements;
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using System;
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using osu.Game.Modes.Objects.Drawables;
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namespace osu.Game.Modes.Taiko.Objects.Drawable
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{
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public class DrawableDrumRollTick : DrawableTaikoHitObject
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{
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private readonly DrumRollTick tick;
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public DrawableDrumRollTick(DrumRollTick tick)
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: base(tick)
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{
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this.tick = tick;
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}
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protected override TaikoJudgement CreateJudgement() => new TaikoDrumRollTickJudgement();
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protected override void CheckJudgement(bool userTriggered)
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{
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if (!userTriggered)
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{
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if (Judgement.TimeOffset > tick.HitWindow)
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Judgement.Result = HitResult.Miss;
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return;
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}
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if (Math.Abs(Judgement.TimeOffset) < tick.HitWindow)
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{
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Judgement.Result = HitResult.Hit;
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Judgement.TaikoResult = TaikoHitResult.Great;
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}
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}
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protected override void UpdateState(ArmedState state)
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{
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}
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protected override void UpdateScrollPosition(double time)
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{
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// Drum roll ticks shouldn't move
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}
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protected override bool HandleKeyPress(Key key)
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{
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return !Judgement.Result.HasValue && UpdateJudgement(true);
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}
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}
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}
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@ -15,5 +15,10 @@ namespace osu.Game.Modes.Taiko.Objects
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/// <para>Half of this value is the hit window of the tick.</para>
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/// <para>Half of this value is the hit window of the tick.</para>
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/// </summary>
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/// </summary>
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public double TickTimeDistance;
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public double TickTimeDistance;
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/// <summary>
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/// The time allowed to hit this tick.
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/// </summary>
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public double HitWindow => TickTimeDistance / 2;
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}
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}
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}
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}
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@ -54,16 +54,18 @@
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<Compile Include="Judgements\TaikoHitResult.cs" />
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<Compile Include="Judgements\TaikoHitResult.cs" />
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<Compile Include="Objects\Drawable\DrawableHit.cs" />
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<Compile Include="Objects\Drawable\DrawableHit.cs" />
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<Compile Include="Objects\Drawable\DrawableStrongHit.cs" />
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<Compile Include="Objects\Drawable\DrawableStrongHit.cs" />
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<Compile Include="Objects\Drawable\Pieces\StrongCirclePiece.cs" />
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<Compile Include="Objects\Drawable\DrawableDrumRoll.cs" />
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<Compile Include="Objects\Drawable\DrawableDrumRollTick.cs" />
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<Compile Include="Objects\Drawable\DrawableSwell.cs" />
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<Compile Include="Objects\Drawable\DrawableSwell.cs" />
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<Compile Include="Objects\Drawable\DrawableTaikoHitObject.cs" />
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<Compile Include="Objects\Drawable\DrawableTaikoHitObject.cs" />
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<Compile Include="Objects\Drawable\Pieces\StrongCirclePiece.cs" />
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<Compile Include="Objects\Drawable\Pieces\CirclePiece.cs" />
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<Compile Include="Objects\DrumRoll.cs" />
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<Compile Include="Objects\DrumRoll.cs" />
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<Compile Include="Objects\DrumRollTick.cs" />
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<Compile Include="Objects\DrumRollTick.cs" />
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<Compile Include="Objects\Hit.cs" />
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<Compile Include="Objects\Hit.cs" />
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<Compile Include="Objects\Swell.cs" />
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<Compile Include="Objects\Swell.cs" />
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<Compile Include="Objects\Drawable\Pieces\CirclePiece.cs" />
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<Compile Include="TaikoDifficultyCalculator.cs" />
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<Compile Include="Objects\TaikoHitObject.cs" />
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<Compile Include="Objects\TaikoHitObject.cs" />
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<Compile Include="TaikoDifficultyCalculator.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="Scoring\TaikoScoreProcessor.cs" />
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<Compile Include="Scoring\TaikoScoreProcessor.cs" />
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<Compile Include="UI\HitTarget.cs" />
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<Compile Include="UI\HitTarget.cs" />
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