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Make Swells require alternating key hits.
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@ -14,6 +14,7 @@ using osu.Game.Modes.Objects.Drawables;
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using osu.Game.Modes.Taiko.Judgements;
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using osu.Game.Modes.Taiko.Objects.Drawable.Pieces;
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using System;
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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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@ -30,11 +31,6 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
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private const float target_ring_scale = 5f;
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private const float inner_ring_alpha = 0.35f;
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/// <summary>
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/// The amount of times the user has hit this swell.
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/// </summary>
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private int userHits;
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private readonly Swell swell;
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private readonly Container bodyContainer;
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@ -43,6 +39,15 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
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private readonly CirclePiece circlePiece;
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private readonly Key[] rimKeys = { Key.D, Key.K };
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private readonly Key[] centreKeys = { Key.F, Key.J };
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private Key[] lastKeySet;
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/// <summary>
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/// The amount of times the user has hit this swell.
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/// </summary>
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private int userHits;
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private bool hasStarted;
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public DrawableSwell(Swell swell)
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@ -206,6 +211,14 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
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if (Judgement.Result.HasValue)
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return false;
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// Find the keyset which this key corresponds to
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var keySet = rimKeys.Contains(key) ? rimKeys : centreKeys;
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// Ensure alternating keysets
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if (keySet == lastKeySet)
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return false;
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lastKeySet = keySet;
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UpdateJudgement(true);
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return true;
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