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Adjust naming
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commit
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@ -19,7 +19,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
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private ColourSwitch lastColourSwitch = ColourSwitch.None;
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private ColourSwitch lastColourSwitch = ColourSwitch.None;
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private int sameTypeCount = 1;
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private int sameColourCount = 1;
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protected override double StrainValueOf(DifficultyHitObject current)
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protected override double StrainValueOf(DifficultyHitObject current)
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{
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{
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@ -37,7 +37,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
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else
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else
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{
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{
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lastColourSwitch = ColourSwitch.None;
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lastColourSwitch = ColourSwitch.None;
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sameTypeCount = 1;
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sameColourCount = 1;
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}
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}
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double additionFactor = 1;
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double additionFactor = 1;
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@ -71,15 +71,15 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
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if (!taikoCurrent.HasTypeChange)
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if (!taikoCurrent.HasTypeChange)
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{
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{
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sameTypeCount++;
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sameColourCount++;
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return false;
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return false;
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}
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}
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var oldColourSwitch = lastColourSwitch;
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var oldColourSwitch = lastColourSwitch;
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var newColourSwitch = sameTypeCount % 2 == 0 ? ColourSwitch.Even : ColourSwitch.Odd;
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var newColourSwitch = sameColourCount % 2 == 0 ? ColourSwitch.Even : ColourSwitch.Odd;
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lastColourSwitch = newColourSwitch;
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lastColourSwitch = newColourSwitch;
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sameTypeCount = 1;
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sameColourCount = 1;
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// We only want a bonus if the parity of the color switch changes
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// We only want a bonus if the parity of the color switch changes
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return oldColourSwitch != ColourSwitch.None && oldColourSwitch != newColourSwitch;
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return oldColourSwitch != ColourSwitch.None && oldColourSwitch != newColourSwitch;
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