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Remove SV from DrumRoll
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parent
d2baffa0e7
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@ -139,7 +139,6 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
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StartTime = obj.StartTime,
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StartTime = obj.StartTime,
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Samples = obj.Samples,
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Samples = obj.Samples,
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Duration = taikoDuration,
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Duration = taikoDuration,
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SliderVelocity = obj is IHasSliderVelocity velocityData ? velocityData.SliderVelocity : 1
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};
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};
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}
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}
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@ -3,7 +3,6 @@
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Objects.Types;
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using System.Threading;
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using System.Threading;
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using osu.Framework.Bindables;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Beatmaps.Formats;
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using osu.Game.Beatmaps.Formats;
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@ -14,7 +13,7 @@ using osuTK;
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namespace osu.Game.Rulesets.Taiko.Objects
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namespace osu.Game.Rulesets.Taiko.Objects
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{
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{
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public class DrumRoll : TaikoStrongableHitObject, IHasPath, IHasSliderVelocity
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public class DrumRoll : TaikoStrongableHitObject, IHasPath
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{
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{
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/// <summary>
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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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/// Drum roll distance that results in a duration of 1 speed-adjusted beat length.
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@ -34,19 +33,6 @@ namespace osu.Game.Rulesets.Taiko.Objects
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/// </summary>
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/// </summary>
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public double Velocity { get; private set; }
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public double Velocity { get; private set; }
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public BindableNumber<double> SliderVelocityBindable { get; } = new BindableDouble(1)
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{
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Precision = 0.01,
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MinValue = 0.1,
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MaxValue = 10
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};
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public double SliderVelocity
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{
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get => SliderVelocityBindable.Value;
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set => SliderVelocityBindable.Value = value;
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}
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/// <summary>
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/// <summary>
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/// Numer of ticks per beat length.
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/// Numer of ticks per beat length.
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/// </summary>
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/// </summary>
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@ -63,8 +49,9 @@ namespace osu.Game.Rulesets.Taiko.Objects
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base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
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base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
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TimingControlPoint timingPoint = controlPointInfo.TimingPointAt(StartTime);
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TimingControlPoint timingPoint = controlPointInfo.TimingPointAt(StartTime);
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EffectControlPoint effectPoint = controlPointInfo.EffectPointAt(StartTime);
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double scoringDistance = base_distance * difficulty.SliderMultiplier * SliderVelocity;
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double scoringDistance = base_distance * difficulty.SliderMultiplier * effectPoint.ScrollSpeed;
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Velocity = scoringDistance / timingPoint.BeatLength;
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Velocity = scoringDistance / timingPoint.BeatLength;
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TickRate = difficulty.SliderTickRate == 3 ? 3 : 4;
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TickRate = difficulty.SliderTickRate == 3 ? 3 : 4;
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