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Merge branch 'taiko_judgement_scoring' into taiko_drumroll_drawable
Conflicts: osu.Game.Modes.Taiko/osu.Game.Modes.Taiko.csproj
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commit
1e7511a923
@ -7,5 +7,76 @@ namespace osu.Game.Modes.Taiko.Judgements
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{
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public class TaikoJudgementInfo : JudgementInfo
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{
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/// <summary>
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/// The maximum score value.
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/// </summary>
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public const TaikoScoreResult MAX_SCORE = TaikoScoreResult.Great;
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/// <summary>
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/// The score value.
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/// </summary>
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public TaikoScoreResult Score;
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/// <summary>
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/// The score value for the combo portion of the score.
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/// </summary>
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public int ScoreValue => ScoreToInt(Score);
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/// <summary>
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/// The score value for the accuracy portion of the score.
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/// </summary>
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public int AccuracyScoreValue => AccuracyScoreToInt(Score);
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/// <summary>
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/// The maximum score value for the combo portion of the score.
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/// </summary>
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public int MaxScoreValue => ScoreToInt(MAX_SCORE);
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/// <summary>
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/// The maximum score value for the accuracy portion of the score.
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/// </summary>
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public int MaxAccuracyScoreValue => AccuracyScoreToInt(MAX_SCORE);
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/// <summary>
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/// Whether this Judgement has a secondary hit in the case of finishers.
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/// </summary>
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public bool SecondHit;
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/// <summary>
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/// Computes the score value for the combo portion of the score.
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/// For the accuracy portion of the score (including accuracy percentage), see <see cref="AccuracyScoreToInt(TaikoScoreResult)"/>.
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/// </summary>
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/// <param name="result">The result to compute the score value for.</param>
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/// <returns>The int score value.</returns>
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protected virtual int ScoreToInt(TaikoScoreResult result)
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{
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switch (result)
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{
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default:
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return 0;
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case TaikoScoreResult.Good:
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return 100;
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case TaikoScoreResult.Great:
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return 300;
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}
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}
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/// <summary>
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/// Computes the score value for the accurac portion of the score.
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/// </summary>
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/// <param name="result">The result to compute the score value for.</param>
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/// <returns>The int score value.</returns>
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protected virtual int AccuracyScoreToInt(TaikoScoreResult result)
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{
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switch (result)
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{
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default:
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return 0;
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case TaikoScoreResult.Good:
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return 150;
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case TaikoScoreResult.Great:
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return 300;
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}
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}
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}
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}
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11
osu.Game.Modes.Taiko/Judgements/TaikoScoreResult.cs
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11
osu.Game.Modes.Taiko/Judgements/TaikoScoreResult.cs
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@ -0,0 +1,11 @@
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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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namespace osu.Game.Modes.Taiko.Judgements
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{
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public enum TaikoScoreResult
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{
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Good,
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Great
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}
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}
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@ -50,6 +50,7 @@
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<Compile Include="Beatmaps\TaikoBeatmapConverter.cs" />
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<Compile Include="Beatmaps\TaikoBeatmapProcessor.cs" />
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<Compile Include="Judgements\TaikoJudgementInfo.cs" />
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<Compile Include="Judgements\TaikoScoreResult.cs" />
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<Compile Include="Objects\Drawable\DrawableTaikoHitObject.cs" />
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<Compile Include="Objects\DrumRoll.cs" />
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<Compile Include="Objects\DrumRollTick.cs" />
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