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use direct instead of linq
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@ -1,3 +1,5 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Game.Rulesets.Difficulty.Utils;
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using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
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@ -35,8 +37,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
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/// <returns>The calculated object density.</returns>
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public static double CalculateObjectDensity(TaikoDifficultyHitObject noteObject)
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{
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return 150 - (150 - 50)
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* DifficultyCalculationUtils.Logistic(noteObject.DeltaTime, 200, 1.0 / 30);
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return 50 * DifficultyCalculationUtils.Logistic(noteObject.DeltaTime, 200, 1.0 / 30);
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}
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}
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}
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@ -2,7 +2,6 @@
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Rhythm.Data
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@ -12,19 +11,19 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Rhythm.Data
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/// </summary>
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public class EvenHitObjects : EvenRhythm<TaikoDifficultyHitObject>, IHasInterval
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{
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public TaikoDifficultyHitObject FirstHitObject => Children.First();
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public TaikoDifficultyHitObject FirstHitObject => Children[0];
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public EvenHitObjects? Previous;
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/// <summary>
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/// <see cref="DifficultyHitObject.StartTime"/> of the first hit object.
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/// </summary>
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public double StartTime => Children.First().StartTime;
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public double StartTime => Children[0].StartTime;
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/// <summary>
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/// The interval between the first and final hit object within this group.
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/// </summary>
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public double Duration => Children.Last().StartTime - Children.First().StartTime;
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public double Duration => Children[^1].StartTime - Children[0].StartTime;
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/// <summary>
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/// The interval in ms of each hit object in this <see cref="EvenHitObjects"/>. This is only defined if there is
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@ -1,3 +1,6 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Skills;
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using osu.Game.Rulesets.Mods;
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