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Distance -> Duration.
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@ -112,7 +112,7 @@ namespace osu.Game.Modes.Taiko.Beatmaps
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StartTime = obj.StartTime,
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Sample = obj.Sample,
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IsStrong = strong,
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Distance = distance,
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Duration = taikoDuration,
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TickRate = beatmap.BeatmapInfo.Difficulty.SliderTickRate == 3 ? 3 : 4,
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};
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}
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@ -126,7 +126,7 @@ namespace osu.Game.Modes.Taiko.Beatmaps
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StartTime = obj.StartTime,
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Sample = obj.Sample,
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IsStrong = strong,
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EndTime = endTimeData.EndTime,
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Duration = endTimeData.Duration,
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RequiredHits = (int)Math.Max(1, endTimeData.Duration / 1000 * hitMultiplier),
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};
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}
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@ -34,7 +34,7 @@ namespace osu.Game.Modes.Taiko.Objects.Drawables
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{
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var newTick = new DrawableDrumRollTick(tick)
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{
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X = (float)((tick.StartTime - HitObject.StartTime) / drumRoll.Duration)
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X = (float)((tick.StartTime - HitObject.StartTime) / HitObject.Duration)
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};
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newTick.OnJudgement += onTickJudgement;
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@ -11,21 +11,16 @@ using osu.Game.Database;
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namespace osu.Game.Modes.Taiko.Objects
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{
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public class DrumRoll : TaikoHitObject, IHasDistance
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public class DrumRoll : TaikoHitObject, IHasEndTime
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{
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/// <summary>
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/// Drum roll distance that results in a duration of 1 speed-adjusted beat length.
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/// </summary>
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private const float base_distance = 100;
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public double EndTime => StartTime + Distance / Velocity;
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public double EndTime => StartTime + Duration;
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public double Duration => EndTime - StartTime;
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/// <summary>
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/// Raw length of the drum roll in positional length units.
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/// </summary>
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public double Distance { get; set; }
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public double Duration { get; set; }
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/// <summary>
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/// Velocity of the drum roll in positional length units per millisecond.
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@ -7,9 +7,9 @@ namespace osu.Game.Modes.Taiko.Objects
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{
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public class Swell : TaikoHitObject, IHasEndTime
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{
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public double EndTime { get; set; }
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public double EndTime => StartTime + Duration;
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public double Duration => EndTime - StartTime;
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public double Duration { get; set; }
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/// <summary>
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/// The number of hits required to complete the swell successfully.
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