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Leverage hitobject model for strong hit instead of creating own
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@ -2,6 +2,7 @@
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Graphics;
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using osu.Framework.Utils;
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@ -9,7 +10,6 @@ using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Taiko.Judgements;
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using osu.Game.Rulesets.Taiko.Objects;
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@ -126,7 +126,7 @@ namespace osu.Game.Rulesets.Taiko.Tests
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var cpi = new ControlPointInfo();
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cpi.Add(0, new EffectControlPoint { KiaiMode = kiai });
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Hit hit = new Hit();
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Hit hit = new Hit { IsStrong = true };
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hit.ApplyDefaults(cpi, new BeatmapDifficulty());
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var h = new DrawableTestHit(hit) { X = RNG.NextSingle(hitResult == HitResult.Ok ? -0.1f : -0.05f, hitResult == HitResult.Ok ? 0.1f : 0.05f) };
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@ -134,7 +134,7 @@ namespace osu.Game.Rulesets.Taiko.Tests
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DrawableRuleset.Playfield.Add(h);
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((TaikoPlayfield)DrawableRuleset.Playfield).OnNewResult(h, new JudgementResult(new HitObject(), new TaikoJudgement()) { Type = hitResult });
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((TaikoPlayfield)DrawableRuleset.Playfield).OnNewResult(new TestStrongNestedHit(h), new JudgementResult(new HitObject(), new TaikoStrongJudgement()) { Type = HitResult.Great });
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((TaikoPlayfield)DrawableRuleset.Playfield).OnNewResult(h.NestedHitObjects.Single(), new JudgementResult(new HitObject(), new TaikoStrongJudgement()) { Type = HitResult.Great });
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}
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private void addMissJudgement()
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@ -210,15 +210,5 @@ namespace osu.Game.Rulesets.Taiko.Tests
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DrawableRuleset.Playfield.Add(new DrawableHit(h));
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}
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private class TestStrongNestedHit : DrawableStrongNestedHit
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{
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public TestStrongNestedHit(DrawableHitObject mainObject)
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: base(new StrongHitObject { StartTime = mainObject.HitObject.StartTime }, mainObject)
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{
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}
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public override bool OnPressed(TaikoAction action) => false;
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}
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}
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}
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