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Merge pull request #195 from peppy/hit-judgement
Add basic flow for hitobject judgement.
This commit is contained in:
commit
b27221e45e
@ -12,6 +12,7 @@ using osu.Game.Modes.Objects.Drawables;
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using osu.Game.Modes.Osu.Objects;
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using osu.Game.Modes.Osu.Objects.Drawables;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Modes;
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namespace osu.Desktop.VisualTests.Tests
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{
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@ -50,7 +51,7 @@ namespace osu.Desktop.VisualTests.Tests
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Depth = -i,
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State = ArmedState.Armed,
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State = ArmedState.Hit,
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};
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approachContainer.Add(d.ApproachCircle.CreateProxy());
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@ -2,6 +2,7 @@
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//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.ComponentModel;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Transformations;
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using osu.Game.Modes.Objects.Drawables;
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@ -10,7 +11,7 @@ using OpenTK;
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namespace osu.Game.Modes.Osu.Objects.Drawables
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{
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public class DrawableHitCircle : DrawableHitObject
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public class DrawableHitCircle : DrawableOsuHitObject
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{
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private OsuHitObject osuObject;
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@ -39,7 +40,12 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
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circle = new CirclePiece
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{
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Colour = osuObject.Colour,
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Hit = Hit,
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Hit = () =>
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{
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((PositionalJudgementInfo)Judgement).PositionOffset = Vector2.Zero; //todo: set to correct value
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UpdateJudgement(true);
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return true;
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},
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},
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number = new NumberPiece(),
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ring = new RingPiece(),
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@ -66,6 +72,38 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
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UpdateState(State);
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}
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double hit50 = 150;
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double hit100 = 80;
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double hit300 = 30;
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protected override void CheckJudgement(bool userTriggered)
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{
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if (!userTriggered)
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{
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if (Judgement.TimeOffset > hit50)
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Judgement.Result = HitResult.Miss;
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return;
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}
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double hitOffset = Math.Abs(Judgement.TimeOffset);
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if (hitOffset < hit50)
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{
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Judgement.Result = HitResult.Hit;
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OsuJudgementInfo osuInfo = Judgement as OsuJudgementInfo;
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if (hitOffset < hit300)
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osuInfo.Score = OsuScoreResult.Hit300;
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else if (hitOffset < hit100)
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osuInfo.Score = OsuScoreResult.Hit100;
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else if (hitOffset < hit50)
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osuInfo.Score = OsuScoreResult.Hit50;
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}
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else
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Judgement.Result = HitResult.Miss;
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}
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protected override void UpdateState(ArmedState state)
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{
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if (!IsLoaded) return;
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@ -73,7 +111,7 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
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Flush(true); //move to DrawableHitObject
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ApproachCircle.Flush(true);
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double t = HitTime ?? osuObject.StartTime;
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double t = osuObject.EndTime + Judgement.TimeOffset;
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Alpha = 0;
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@ -103,14 +141,27 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
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switch (state)
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{
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case ArmedState.Disarmed:
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Delay(osuObject.Duration + 200);
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FadeOut(200);
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case ArmedState.Idle:
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Delay(osuObject.Duration + 500);
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FadeOut(500);
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explosion?.Expire();
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explosion = null;
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break;
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case ArmedState.Armed:
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case ArmedState.Miss:
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ring.FadeOut();
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circle.FadeOut();
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number.FadeOut();
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glow.FadeOut();
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explosion?.Expire();
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explosion = null;
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Schedule(() => Add(explosion = new HitExplosion((OsuJudgementInfo)Judgement)));
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FadeOut(800);
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break;
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case ArmedState.Hit:
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const double flash_in = 30;
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flash.FadeTo(0.8f, flash_in);
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@ -119,7 +170,7 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
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explode.FadeIn(flash_in);
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Schedule(() => Add(explosion = new HitExplosion(Judgement.Hit300)));
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Schedule(() => Add(explosion = new HitExplosion((OsuJudgementInfo)Judgement)));
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Delay(flash_in, true);
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56
osu.Game.Mode.Osu/Objects/Drawables/DrawableOsuHitObject.cs
Normal file
56
osu.Game.Mode.Osu/Objects/Drawables/DrawableOsuHitObject.cs
Normal file
@ -0,0 +1,56 @@
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using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using osu.Game.Modes.Objects;
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using osu.Game.Modes.Objects.Drawables;
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namespace osu.Game.Modes.Osu.Objects.Drawables
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{
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public class DrawableOsuHitObject : DrawableHitObject
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{
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public DrawableOsuHitObject(OsuHitObject hitObject)
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: base(hitObject)
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{
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}
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public override JudgementInfo CreateJudgementInfo() => new OsuJudgementInfo();
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protected override void UpdateState(ArmedState state)
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{
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throw new NotImplementedException();
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}
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}
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public class OsuJudgementInfo : PositionalJudgementInfo
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{
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public OsuScoreResult Score;
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public ComboResult Combo;
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}
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public enum ComboResult
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{
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[Description(@"")]
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None,
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[Description(@"Good")]
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Good,
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[Description(@"Amazing")]
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Perfect
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}
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public enum OsuScoreResult
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{
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[Description(@"Miss")]
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Miss,
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[Description(@"50")]
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Hit50,
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[Description(@"100")]
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Hit100,
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[Description(@"300")]
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Hit300,
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[Description(@"500")]
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Hit500
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}
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}
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@ -5,7 +5,7 @@ using OpenTK;
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namespace osu.Game.Modes.Osu.Objects.Drawables
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{
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class DrawableSlider : DrawableHitObject
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class DrawableSlider : DrawableOsuHitObject
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{
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public DrawableSlider(Slider h) : base(h)
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{
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@ -18,7 +18,6 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
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Add(new CirclePiece
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{
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Colour = h.Colour,
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Hit = Hit,
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Position = h.Curve.PositionAt(i) - h.Position //non-relative?
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});
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}
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@ -3,6 +3,7 @@ using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Transformations;
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using osu.Game.Modes.Objects.Drawables;
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using OpenTK;
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namespace osu.Game.Modes.Osu.Objects.Drawables
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@ -12,7 +13,7 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
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private SpriteText line1;
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private SpriteText line2;
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public HitExplosion(Judgement judgement, ComboJudgement comboJudgement = ComboJudgement.None)
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public HitExplosion(OsuJudgementInfo judgement)
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{
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AutoSizeAxes = Axes.Both;
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Anchor = Anchor.Centre;
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@ -27,13 +28,13 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
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{
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Anchor = Anchor.TopCentre,
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Origin = Anchor.TopCentre,
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Text = judgement.GetDescription(),
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Text = judgement.Score.GetDescription(),
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Font = @"Venera",
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TextSize = 20,
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},
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line2 = new SpriteText
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{
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Text = comboJudgement.GetDescription(),
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Text = judgement.Combo.GetDescription(),
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Font = @"Venera",
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TextSize = 14,
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}
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@ -49,8 +49,7 @@ namespace osu.Game.Modes.Osu.Objects.Drawables.Pieces
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protected override bool OnMouseDown(InputState state, MouseDownEventArgs args)
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{
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Hit?.Invoke();
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return true;
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return Hit?.Invoke() ?? false;
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}
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}
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}
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@ -41,6 +41,7 @@
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<Reference Include="System.Xml" />
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</ItemGroup>
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<ItemGroup>
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<Compile Include="Objects\Drawables\DrawableOsuHitObject.cs" />
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<Compile Include="Objects\Drawables\Pieces\ApproachCircle.cs" />
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<Compile Include="Objects\Drawables\Pieces\CirclePiece.cs" />
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<Compile Include="Objects\Drawables\DrawableSlider.cs" />
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@ -1,51 +0,0 @@
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//Copyright (c) 2007-2016 ppy Pty Ltd <contact@ppy.sh>.
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//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using osu.Game.Modes.Objects;
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using OpenTK;
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namespace osu.Game.Modes
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{
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public class HitJudgementResolver
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{
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public JudgementResult CheckJudgement(HitObject h) => new JudgementResult { Combo = ComboJudgement.None, Judgement = Judgement.Hit300 };
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}
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public struct JudgementResult
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{
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public ComboJudgement Combo;
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public Judgement Judgement;
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public float TimeOffset;
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public Vector2 PositionOffset;
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}
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public enum ComboJudgement
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{
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[Description(@"")]
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None,
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[Description(@"Good")]
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Good,
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[Description(@"Amazing")]
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Perfect
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}
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public enum Judgement
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{
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[Description(@"Miss")]
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Miss,
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[Description(@"50")]
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Hit50,
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[Description(@"100")]
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Hit100,
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[Description(@"300")]
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Hit300,
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[Description(@"500")]
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Hit500
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}
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}
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@ -2,22 +2,26 @@
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//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.ComponentModel;
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using System.Diagnostics;
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using osu.Framework;
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using osu.Framework.Graphics.Containers;
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using OpenTK;
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using Container = osu.Framework.Graphics.Containers.Container;
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namespace osu.Game.Modes.Objects.Drawables
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{
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public abstract class DrawableHitObject : Container, IStateful<ArmedState>
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{
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//todo: move to a more central implementation. this logic should not be at a drawable level.
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public Action<DrawableHitObject> OnHit;
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public Action<DrawableHitObject> OnMiss;
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public Func<DrawableHitObject, bool> AllowHit;
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public Action<DrawableHitObject, JudgementInfo> OnHit;
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public Action<DrawableHitObject, JudgementInfo> OnMiss;
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public Container<DrawableHitObject> ChildObjects;
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public JudgementResult Result;
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protected JudgementInfo Judgement;
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public abstract JudgementInfo CreateJudgementInfo();
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public HitObject HitObject;
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@ -41,36 +45,55 @@ namespace osu.Game.Modes.Objects.Drawables
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}
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}
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protected double? HitTime;
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protected virtual bool Hit()
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protected override void LoadComplete()
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{
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if (State != ArmedState.Disarmed)
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base.LoadComplete();
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Judgement = CreateJudgementInfo();
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}
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/// <summary>
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/// Process a hit of this hitobject. Carries out judgement.
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/// </summary>
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/// <param name="judgement">Preliminary judgement information provided by the hit source.</param>
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/// <returns>Whether a hit was processed.</returns>
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protected bool UpdateJudgement(bool userTriggered)
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{
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if (Judgement.Result != null)
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return false;
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if (AllowHit?.Invoke(this) == false)
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Judgement.TimeOffset = Time.Current - HitObject.EndTime;
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CheckJudgement(userTriggered);
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if (Judgement.Result == null)
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return false;
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HitTime = Time.Current;
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switch (Judgement.Result)
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{
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default:
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State = ArmedState.Hit;
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OnHit?.Invoke(this, Judgement);
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break;
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case HitResult.Miss:
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State = ArmedState.Miss;
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OnMiss?.Invoke(this, Judgement);
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break;
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}
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State = ArmedState.Armed;
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return true;
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}
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private bool counted;
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protected virtual void CheckJudgement(bool userTriggered)
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{
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}
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protected override void Update()
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{
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base.Update();
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if (Time.Current >= HitObject.EndTime && !counted)
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{
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counted = true;
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if (state == ArmedState.Armed)
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OnHit?.Invoke(this);
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else
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OnMiss?.Invoke(this);
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}
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UpdateJudgement(false);
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}
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protected abstract void UpdateState(ArmedState state);
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@ -78,7 +101,27 @@ namespace osu.Game.Modes.Objects.Drawables
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public enum ArmedState
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{
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Disarmed,
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Armed
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Idle,
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Hit,
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Miss
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}
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public class PositionalJudgementInfo : JudgementInfo
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{
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public Vector2 PositionOffset;
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}
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public class JudgementInfo
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{
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public HitResult? Result;
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public double TimeOffset;
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}
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public enum HitResult
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{
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[Description(@"Miss")]
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Miss,
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[Description(@"Hit")]
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Hit,
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}
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}
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@ -22,8 +22,6 @@ namespace osu.Game.Modes
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public abstract HitObjectParser CreateHitObjectParser();
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public virtual HitJudgementResolver CreateHitJudgement() => new HitJudgementResolver();
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public static void Register(Ruleset ruleset) => availableRulesets.TryAdd(ruleset.PlayMode, ruleset.GetType());
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protected abstract PlayMode PlayMode { get; }
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@ -75,12 +75,12 @@ namespace osu.Game.Modes.UI
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}
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}
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private void onMiss(DrawableHitObject obj)
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private void onMiss(DrawableHitObject obj, JudgementInfo judgement)
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{
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OnMiss?.Invoke(obj.HitObject);
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}
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private void onHit(DrawableHitObject obj)
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private void onHit(DrawableHitObject obj, JudgementInfo judgement)
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{
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OnHit?.Invoke(obj.HitObject);
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}
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@ -90,7 +90,7 @@ namespace osu.Game.Screens.Play
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hitRenderer.OnMiss += delegate (HitObject h) { scoreOverlay.OnMiss(h); };
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if (Autoplay)
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hitRenderer.Schedule(() => hitRenderer.DrawableObjects.ForEach(h => h.State = ArmedState.Armed));
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hitRenderer.Schedule(() => hitRenderer.DrawableObjects.ForEach(h => h.State = ArmedState.Hit));
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Children = new Drawable[]
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{
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|
@ -64,7 +64,6 @@
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</ItemGroup>
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<ItemGroup>
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<Compile Include="Beatmaps\Drawables\BeatmapBackgroundSprite.cs" />
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<Compile Include="Modes\HitJudgementResolver.cs" />
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<Compile Include="Modes\Objects\HitObjectParser.cs" />
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<Compile Include="Overlays\DragBar.cs" />
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<Compile Include="Overlays\MusicController.cs" />
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