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Autodetect LowestSuccessfulHitResult
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@ -17,8 +17,6 @@ namespace osu.Game.Rulesets.Taiko.Objects
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{ HitResult.Miss, (270, 190, 140) },
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};
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protected override HitResult LowestSuccessfulHitResult => HitResult.Good;
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public override bool IsHitResultAllowed(HitResult result)
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{
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switch (result)
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@ -51,9 +51,19 @@ namespace osu.Game.Rulesets.Objects
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public double Miss { get; protected set; }
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/// <summary>
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/// The <see cref="HitResult"/> with the largest hit window that produces a successful hit.
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/// Retrieves the <see cref="HitResult"/> with the largest hit window that produces a successful hit.
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/// </summary>
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protected virtual HitResult LowestSuccessfulHitResult => HitResult.Meh;
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/// <returns>The lowest allowed successful <see cref="HitResult"/>.</returns>
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protected HitResult LowestSuccessfulHitResult()
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{
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for (var result = HitResult.Meh; result <= HitResult.Perfect; ++result)
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{
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if (IsHitResultAllowed(result))
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return result;
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}
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return HitResult.None;
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}
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/// <summary>
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/// Check whether it is possible to achieve the provided <see cref="HitResult"/>.
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@ -137,6 +147,6 @@ namespace osu.Game.Rulesets.Objects
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/// </summary>
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/// <param name="timeOffset">The time offset.</param>
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/// <returns>Whether the <see cref="HitObject"/> can be hit at any point in the future from this time offset.</returns>
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public bool CanBeHit(double timeOffset) => timeOffset <= HalfWindowFor(LowestSuccessfulHitResult);
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public bool CanBeHit(double timeOffset) => timeOffset <= HalfWindowFor(LowestSuccessfulHitResult());
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}
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}
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