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Combine hit types and remove old drumroll hits using a more efficient method
This commit is contained in:
parent
ff736a22dd
commit
b9f28c8373
@ -21,8 +21,6 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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public override IReadOnlyList<Type> RequiredTypes => base.RequiredTypes.Concat(new[]
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public override IReadOnlyList<Type> RequiredTypes => base.RequiredTypes.Concat(new[]
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{
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{
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typeof(DrawableHit),
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typeof(DrawableHit),
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typeof(DrawableCentreHit),
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typeof(DrawableRimHit),
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typeof(LegacyHit),
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typeof(LegacyHit),
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typeof(LegacyCirclePiece),
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typeof(LegacyCirclePiece),
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}).ToList();
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}).ToList();
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@ -30,25 +28,25 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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[BackgroundDependencyLoader]
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[BackgroundDependencyLoader]
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private void load()
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private void load()
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{
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{
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AddStep("Centre hit", () => SetContents(() => new DrawableCentreHit(createHitAtCurrentTime())
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AddStep("Centre hit", () => SetContents(() => new DrawableHit(createHitAtCurrentTime())
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{
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{
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Anchor = Anchor.Centre,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Origin = Anchor.Centre,
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}));
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}));
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AddStep("Centre hit (strong)", () => SetContents(() => new DrawableCentreHit(createHitAtCurrentTime(true))
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AddStep("Centre hit (strong)", () => SetContents(() => new DrawableHit(createHitAtCurrentTime(true))
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{
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{
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Anchor = Anchor.Centre,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Origin = Anchor.Centre,
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}));
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}));
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AddStep("Rim hit", () => SetContents(() => new DrawableRimHit(createHitAtCurrentTime())
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AddStep("Rim hit", () => SetContents(() => new DrawableHit(createHitAtCurrentTime())
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{
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{
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Anchor = Anchor.Centre,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Origin = Anchor.Centre,
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}));
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}));
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AddStep("Rim hit (strong)", () => SetContents(() => new DrawableRimHit(createHitAtCurrentTime(true))
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AddStep("Rim hit (strong)", () => SetContents(() => new DrawableHit(createHitAtCurrentTime(true))
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{
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{
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Anchor = Anchor.Centre,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Origin = Anchor.Centre,
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@ -224,7 +224,7 @@ namespace osu.Game.Rulesets.Taiko.Tests
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h.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
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h.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
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drawableRuleset.Playfield.Add(new DrawableCentreHit(h));
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drawableRuleset.Playfield.Add(new DrawableHit(h));
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}
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}
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private void addRimHit(bool strong)
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private void addRimHit(bool strong)
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@ -237,7 +237,7 @@ namespace osu.Game.Rulesets.Taiko.Tests
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h.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
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h.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
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drawableRuleset.Playfield.Add(new DrawableRimHit(h));
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drawableRuleset.Playfield.Add(new DrawableHit(h));
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}
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}
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private class TestStrongNestedHit : DrawableStrongNestedHit
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private class TestStrongNestedHit : DrawableStrongNestedHit
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@ -1,21 +0,0 @@
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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.Taiko.Objects.Drawables.Pieces;
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using osu.Game.Skinning;
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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public class DrawableCentreHit : DrawableHit
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{
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public override TaikoAction[] HitActions { get; } = { TaikoAction.LeftCentre, TaikoAction.RightCentre };
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public DrawableCentreHit(Hit hit)
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: base(hit)
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{
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}
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protected override SkinnableDrawable CreateMainPiece() => new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.CentreHit),
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_ => new CentreHitCirclePiece(), confineMode: ConfineMode.ScaleToFit);
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}
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}
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@ -6,7 +6,10 @@ using osu.Game.Beatmaps.ControlPoints;
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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{
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public class DrawableFlyingCentreHit : DrawableCentreHit
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/// <summary>
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/// A hit used specifically for drum rolls, where spawning flying hits is required.
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/// </summary>
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public class DrawableFlyingHit : DrawableHit
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{
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{
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protected override void LoadComplete()
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protected override void LoadComplete()
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{
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{
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@ -14,7 +17,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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ApplyResult(r => r.Type = r.Judgement.MaxResult);
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ApplyResult(r => r.Type = r.Judgement.MaxResult);
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}
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}
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public DrawableFlyingCentreHit(double time, bool isStrong = false)
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public DrawableFlyingHit(double time, bool isStrong = false)
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: base(new IgnoreHit { StartTime = time, IsStrong = isStrong })
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: base(new IgnoreHit { StartTime = time, IsStrong = isStrong })
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{
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{
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HitObject.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
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HitObject.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
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@ -1,23 +0,0 @@
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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.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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public class DrawableFlyingRimHit : DrawableRimHit
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{
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protected override void LoadComplete()
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{
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base.LoadComplete();
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ApplyResult(r => r.Type = r.Judgement.MaxResult);
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}
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public DrawableFlyingRimHit(double time, bool isStrong = false)
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: base(new IgnoreHit { StartTime = time, IsStrong = isStrong })
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{
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HitObject.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
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}
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}
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}
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@ -8,31 +8,45 @@ using osu.Framework.Graphics;
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using osu.Game.Rulesets.Objects.Drawables;
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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.Scoring;
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using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces;
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using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces;
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using osu.Game.Skinning;
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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{
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public abstract class DrawableHit : DrawableTaikoHitObject<Hit>
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public class DrawableHit : DrawableTaikoHitObject<Hit>
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{
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{
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/// <summary>
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/// <summary>
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/// A list of keys which can result in hits for this HitObject.
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/// A list of keys which can result in hits for this HitObject.
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/// </summary>
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/// </summary>
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public abstract TaikoAction[] HitActions { get; }
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public TaikoAction[] HitActions { get; }
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/// <summary>
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/// <summary>
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/// The action that caused this <see cref="DrawableHit"/> to be hit.
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/// The action that caused this <see cref="DrawableHit"/> to be hit.
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/// </summary>
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/// </summary>
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public TaikoAction? HitAction { get; private set; }
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public TaikoAction? HitAction
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{
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get;
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private set;
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}
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private bool validActionPressed;
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private bool validActionPressed;
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private bool pressHandledThisFrame;
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private bool pressHandledThisFrame;
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protected DrawableHit(Hit hit)
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public DrawableHit(Hit hit)
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: base(hit)
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: base(hit)
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{
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{
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FillMode = FillMode.Fit;
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FillMode = FillMode.Fit;
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HitActions =
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HitObject.Type == HitType.Centre
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? new[] { TaikoAction.LeftCentre, TaikoAction.RightCentre }
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: new[] { TaikoAction.LeftRim, TaikoAction.RightRim };
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}
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}
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protected override SkinnableDrawable CreateMainPiece() => HitObject.Type == HitType.Centre
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? new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.CentreHit), _ => new CentreHitCirclePiece(), confineMode: ConfineMode.ScaleToFit)
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: new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.RimHit), _ => new RimHitCirclePiece(), confineMode: ConfineMode.ScaleToFit);
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protected override void CheckForResult(bool userTriggered, double timeOffset)
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protected override void CheckForResult(bool userTriggered, double timeOffset)
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{
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{
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Debug.Assert(HitObject.HitWindows != null);
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Debug.Assert(HitObject.HitWindows != null);
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@ -58,7 +72,6 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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{
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if (pressHandledThisFrame)
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if (pressHandledThisFrame)
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return true;
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return true;
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if (Judged)
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if (Judged)
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return false;
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return false;
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@ -66,14 +79,12 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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// Only count this as handled if the new judgement is a hit
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// Only count this as handled if the new judgement is a hit
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var result = UpdateResult(true);
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var result = UpdateResult(true);
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if (IsHit)
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if (IsHit)
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HitAction = action;
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HitAction = action;
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// Regardless of whether we've hit or not, any secondary key presses in the same frame should be discarded
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// Regardless of whether we've hit or not, any secondary key presses in the same frame should be discarded
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// E.g. hitting a non-strong centre as a strong should not fall through and perform a hit on the next note
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// E.g. hitting a non-strong centre as a strong should not fall through and perform a hit on the next note
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pressHandledThisFrame = true;
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pressHandledThisFrame = true;
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return result;
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return result;
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}
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}
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@ -81,7 +92,6 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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{
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if (action == HitAction)
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if (action == HitAction)
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HitAction = null;
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HitAction = null;
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base.OnReleased(action);
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base.OnReleased(action);
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}
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}
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@ -1,21 +0,0 @@
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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.Taiko.Objects.Drawables.Pieces;
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using osu.Game.Skinning;
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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public class DrawableRimHit : DrawableHit
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{
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public override TaikoAction[] HitActions { get; } = { TaikoAction.LeftRim, TaikoAction.RightRim };
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public DrawableRimHit(Hit hit)
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: base(hit)
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{
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}
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protected override SkinnableDrawable CreateMainPiece() => new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.RimHit),
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_ => new RimHitCirclePiece(), confineMode: ConfineMode.ScaleToFit);
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}
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}
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@ -49,10 +49,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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switch (h)
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switch (h)
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{
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{
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case Hit hit:
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case Hit hit:
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if (hit.Type == HitType.Centre)
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return new DrawableHit(hit);
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return new DrawableCentreHit(hit);
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else
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return new DrawableRimHit(hit);
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case DrumRoll drumRoll:
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case DrumRoll drumRoll:
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return new DrawableDrumRoll(drumRoll);
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return new DrawableDrumRoll(drumRoll);
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35
osu.Game.Rulesets.Taiko/UI/DrumRollHitContainer.cs
Normal file
35
osu.Game.Rulesets.Taiko/UI/DrumRollHitContainer.cs
Normal file
@ -0,0 +1,35 @@
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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.Framework.Graphics.Containers;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Taiko.Objects.Drawables;
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using osu.Game.Rulesets.UI.Scrolling;
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namespace osu.Game.Rulesets.Taiko.UI
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{
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internal class DrumRollHitContainer : ScrollingHitObjectContainer
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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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// Remove any auxiliary hit notes that were spawned during a drum roll but subsequently rewound.
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for (var i = AliveInternalChildren.Count - 1; i >= 0; i--)
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{
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var flyingHit = (DrawableFlyingHit)AliveInternalChildren[i];
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if (Time.Current < flyingHit.HitObject.StartTime)
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Remove(flyingHit);
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}
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}
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protected override void OnChildLifetimeBoundaryCrossed(LifetimeBoundaryCrossedEvent e)
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{
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base.OnChildLifetimeBoundaryCrossed(e);
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// ensure all old hits are removed on becoming alive (may miss being in the AliveInternalChildren list above).
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if (e.Kind == LifetimeBoundaryKind.Start && e.Direction == LifetimeBoundaryCrossingDirection.Backward)
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Remove((DrawableHitObject)e.Child);
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}
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}
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}
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Children = new Drawable[]
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Children = new Drawable[]
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{
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{
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HitObjectContainer,
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HitObjectContainer,
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drumRollHitContainer = new ScrollingHitObjectContainer
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drumRollHitContainer = new DrumRollHitContainer()
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{
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Name = "Drumroll hit"
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}
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}
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}
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},
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},
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kiaiExplosionContainer = new Container<KiaiHitExplosion>
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kiaiExplosionContainer = new Container<KiaiHitExplosion>
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// This is basically allowing for correct alignment as relative pieces move around them.
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// This is basically allowing for correct alignment as relative pieces move around them.
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rightArea.Padding = new MarginPadding { Left = leftArea.DrawWidth };
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rightArea.Padding = new MarginPadding { Left = leftArea.DrawWidth };
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hitTargetOffsetContent.Padding = new MarginPadding { Left = HitTarget.DrawWidth / 2 };
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hitTargetOffsetContent.Padding = new MarginPadding { Left = HitTarget.DrawWidth / 2 };
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// When rewinding, make sure to remove any auxiliary hit notes that were
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// spawned and played during a drum roll.
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if (Time.Elapsed < 0)
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{
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foreach (var o in drumRollHitContainer.Objects)
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{
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if (o.HitObject.StartTime >= Time.Current)
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drumRollHitContainer.Remove(o);
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}
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}
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}
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}
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public override void Add(DrawableHitObject h)
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public override void Add(DrawableHitObject h)
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{
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{
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h.OnNewResult += OnNewResult;
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h.OnNewResult += OnNewResult;
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base.Add(h);
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base.Add(h);
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switch (h)
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switch (h)
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@ -184,7 +169,6 @@ namespace osu.Game.Rulesets.Taiko.UI
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{
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{
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if (!DisplayJudgements.Value)
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if (!DisplayJudgements.Value)
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return;
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return;
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if (!judgedObject.DisplayResult)
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if (!judgedObject.DisplayResult)
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return;
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return;
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@ -226,20 +210,12 @@ namespace osu.Game.Rulesets.Taiko.UI
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{
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{
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bool isStrong = drawableTick.HitObject.IsStrong;
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bool isStrong = drawableTick.HitObject.IsStrong;
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double time = drawableTick.HitObject.GetEndTime();
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double time = drawableTick.HitObject.GetEndTime();
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drumRollHitContainer.Add(new DrawableFlyingHit(time, isStrong));
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DrawableHit drawableHit;
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if (drawableTick.JudgementType == HitType.Rim)
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drawableHit = new DrawableFlyingRimHit(time, isStrong);
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else
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drawableHit = new DrawableFlyingCentreHit(time, isStrong);
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drumRollHitContainer.Add(drawableHit);
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}
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}
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private void addExplosion(DrawableHitObject drawableObject, HitType type)
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private void addExplosion(DrawableHitObject drawableObject, HitType type)
|
||||||
{
|
{
|
||||||
hitExplosionContainer.Add(new HitExplosion(drawableObject, type));
|
hitExplosionContainer.Add(new HitExplosion(drawableObject, type));
|
||||||
|
|
||||||
if (drawableObject.HitObject.Kiai)
|
if (drawableObject.HitObject.Kiai)
|
||||||
kiaiExplosionContainer.Add(new KiaiHitExplosion(drawableObject, type));
|
kiaiExplosionContainer.Add(new KiaiHitExplosion(drawableObject, type));
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user