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Merge pull request #498 from smoogipooo/taiko_hitobject_base
Taiko hitobject base
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commit
f237b5f1b8
@ -7,13 +7,13 @@ using System.Collections.Generic;
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namespace osu.Game.Modes.Taiko.Beatmaps
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{
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internal class TaikoBeatmapConverter : IBeatmapConverter<TaikoBaseHit>
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internal class TaikoBeatmapConverter : IBeatmapConverter<TaikoHitObject>
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{
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public Beatmap<TaikoBaseHit> Convert(Beatmap original)
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public Beatmap<TaikoHitObject> Convert(Beatmap original)
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{
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return new Beatmap<TaikoBaseHit>(original)
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return new Beatmap<TaikoHitObject>(original)
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{
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HitObjects = new List<TaikoBaseHit>() // Todo: Implement
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HitObjects = new List<TaikoHitObject>() // Todo: Implement
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};
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}
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}
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@ -6,13 +6,13 @@ using osu.Game.Modes.Taiko.Objects;
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namespace osu.Game.Modes.Taiko.Beatmaps
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{
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internal class TaikoBeatmapProcessor : IBeatmapProcessor<TaikoBaseHit>
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internal class TaikoBeatmapProcessor : IBeatmapProcessor<TaikoHitObject>
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{
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public void SetDefaults(TaikoBaseHit hitObject, Beatmap<TaikoBaseHit> beatmap)
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public void SetDefaults(TaikoHitObject hitObject, Beatmap<TaikoHitObject> beatmap)
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{
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}
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public void PostProcess(Beatmap<TaikoBaseHit> beatmap)
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public void PostProcess(Beatmap<TaikoHitObject> beatmap)
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{
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}
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}
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@ -12,9 +12,9 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
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{
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internal class DrawableTaikoHit : Sprite
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{
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private TaikoBaseHit h;
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private TaikoHitObject h;
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public DrawableTaikoHit(TaikoBaseHit h)
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public DrawableTaikoHit(TaikoHitObject h)
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{
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this.h = h;
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@ -1,20 +0,0 @@
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// Copyright (c) 2007-2017 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 osu.Game.Modes.Objects;
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namespace osu.Game.Modes.Taiko.Objects
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{
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public class TaikoBaseHit : HitObject
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{
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public float Scale = 1;
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public TaikoColour Type;
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}
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public enum TaikoColour
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{
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Red,
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Blue
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}
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}
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59
osu.Game.Modes.Taiko/Objects/TaikoHitObject.cs
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59
osu.Game.Modes.Taiko/Objects/TaikoHitObject.cs
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@ -0,0 +1,59 @@
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// Copyright (c) 2007-2017 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 osu.Game.Beatmaps.Timing;
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using osu.Game.Database;
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using osu.Game.Modes.Objects;
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namespace osu.Game.Modes.Taiko.Objects
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{
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public class TaikoHitObject : HitObject
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{
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/// <summary>
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/// HitCircle radius.
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/// </summary>
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public const float CIRCLE_RADIUS = 64;
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/// <summary>
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/// The hit window that results in a "GREAT" hit.
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/// </summary>
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public double HitWindowGreat = 35;
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/// <summary>
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/// The hit window that results in a "GOOD" hit.
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/// </summary>
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public double HitWindowGood = 80;
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/// <summary>
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/// The hit window that results in a "MISS".
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/// </summary>
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public double HitWindowMiss = 95;
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/// <summary>
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/// The time to scroll in the HitObject.
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/// </summary>
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public double PreEmpt;
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/// <summary>
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/// Whether this HitObject is in Kiai time.
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/// </summary>
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public bool Kiai;
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public override void ApplyDefaults(TimingInfo timing, BeatmapDifficulty difficulty)
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{
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base.ApplyDefaults(timing, difficulty);
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PreEmpt = 600 / (timing.SliderVelocityAt(StartTime) * difficulty.SliderMultiplier) * 1000;
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ControlPoint overridePoint;
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Kiai = timing.TimingPointAt(StartTime, out overridePoint).KiaiMode;
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if (overridePoint != null)
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Kiai |= overridePoint.KiaiMode;
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HitWindowGreat = BeatmapDifficulty.DifficultyRange(difficulty.OverallDifficulty, 50, 35, 20);
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HitWindowGood = BeatmapDifficulty.DifficultyRange(difficulty.OverallDifficulty, 120, 80, 50);
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HitWindowMiss = BeatmapDifficulty.DifficultyRange(difficulty.OverallDifficulty, 135, 95, 70);
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}
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}
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}
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21
osu.Game.Modes.Taiko/Objects/TaikoHitType.cs
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21
osu.Game.Modes.Taiko/Objects/TaikoHitType.cs
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@ -0,0 +1,21 @@
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// Copyright (c) 2007-2017 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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namespace osu.Game.Modes.Taiko.Objects
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{
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[Flags]
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public enum TaikoHitType
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{
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None = 0,
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CentreHit = 1 << 0,
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RimHit = 1 << 1,
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DrumRoll = 1 << 2,
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DrumRollTick = 1 << 3,
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Bash = 1 << 4,
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Finisher = 1 << 5,
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Hit = CentreHit | RimHit
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}
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}
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@ -8,7 +8,7 @@ using System.Collections.Generic;
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namespace osu.Game.Modes.Taiko
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{
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public class TaikoDifficultyCalculator : DifficultyCalculator<TaikoBaseHit>
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public class TaikoDifficultyCalculator : DifficultyCalculator<TaikoHitObject>
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{
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public TaikoDifficultyCalculator(Beatmap beatmap) : base(beatmap)
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{
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@ -19,6 +19,6 @@ namespace osu.Game.Modes.Taiko
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return 0;
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}
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protected override IBeatmapConverter<TaikoBaseHit> CreateBeatmapConverter() => new TaikoBeatmapConverter();
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protected override IBeatmapConverter<TaikoHitObject> CreateBeatmapConverter() => new TaikoBeatmapConverter();
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}
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}
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@ -7,13 +7,13 @@ using osu.Game.Modes.UI;
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namespace osu.Game.Modes.Taiko
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{
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internal class TaikoScoreProcessor : ScoreProcessor<TaikoBaseHit, TaikoJudgementInfo>
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internal class TaikoScoreProcessor : ScoreProcessor<TaikoHitObject, TaikoJudgementInfo>
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{
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public TaikoScoreProcessor()
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{
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}
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public TaikoScoreProcessor(HitRenderer<TaikoBaseHit, TaikoJudgementInfo> hitRenderer)
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public TaikoScoreProcessor(HitRenderer<TaikoHitObject, TaikoJudgementInfo> hitRenderer)
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: base(hitRenderer)
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{
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}
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@ -10,7 +10,7 @@ using osu.Game.Modes.UI;
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namespace osu.Game.Modes.Taiko.UI
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{
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public class TaikoHitRenderer : HitRenderer<TaikoBaseHit, TaikoJudgementInfo>
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public class TaikoHitRenderer : HitRenderer<TaikoHitObject, TaikoJudgementInfo>
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{
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public TaikoHitRenderer(WorkingBeatmap beatmap)
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: base(beatmap)
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@ -19,12 +19,12 @@ namespace osu.Game.Modes.Taiko.UI
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public override ScoreProcessor CreateScoreProcessor() => new TaikoScoreProcessor(this);
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protected override IBeatmapConverter<TaikoBaseHit> CreateBeatmapConverter() => new TaikoBeatmapConverter();
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protected override IBeatmapConverter<TaikoHitObject> CreateBeatmapConverter() => new TaikoBeatmapConverter();
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protected override IBeatmapProcessor<TaikoBaseHit> CreateBeatmapProcessor() => new TaikoBeatmapProcessor();
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protected override IBeatmapProcessor<TaikoHitObject> CreateBeatmapProcessor() => new TaikoBeatmapProcessor();
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protected override Playfield<TaikoBaseHit, TaikoJudgementInfo> CreatePlayfield() => new TaikoPlayfield();
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protected override Playfield<TaikoHitObject, TaikoJudgementInfo> CreatePlayfield() => new TaikoPlayfield();
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protected override DrawableHitObject<TaikoBaseHit, TaikoJudgementInfo> GetVisualRepresentation(TaikoBaseHit h) => null;
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protected override DrawableHitObject<TaikoHitObject, TaikoJudgementInfo> GetVisualRepresentation(TaikoHitObject h) => null;
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}
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}
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@ -13,7 +13,7 @@ using osu.Game.Modes.Taiko.Judgements;
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namespace osu.Game.Modes.Taiko.UI
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{
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public class TaikoPlayfield : Playfield<TaikoBaseHit, TaikoJudgementInfo>
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public class TaikoPlayfield : Playfield<TaikoHitObject, TaikoJudgementInfo>
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{
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public TaikoPlayfield()
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{
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@ -50,9 +50,10 @@
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<Compile Include="Beatmaps\TaikoBeatmapConverter.cs" />
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<Compile Include="Beatmaps\TaikoBeatmapProcessor.cs" />
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<Compile Include="Judgements\TaikoJudgementInfo.cs" />
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<Compile Include="Objects\TaikoHitType.cs" />
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<Compile Include="TaikoDifficultyCalculator.cs" />
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<Compile Include="Objects\Drawable\DrawableTaikoHit.cs" />
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<Compile Include="Objects\TaikoBaseHit.cs" />
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<Compile Include="Objects\TaikoHitObject.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="TaikoScoreProcessor.cs" />
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<Compile Include="UI\TaikoHitRenderer.cs" />
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TimingInfo = original?.TimingInfo ?? TimingInfo;
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ComboColors = original?.ComboColors ?? ComboColors;
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}
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/// <summary>
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/// Finds the slider velocity at a time.
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/// </summary>
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/// <param name="time">The time to find the slider velocity at.</param>
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/// <returns>The slider velocity in positional length units.</returns>
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public double SliderVelocityAt(double time)
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{
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double scoringDistance = 100 * BeatmapInfo.Difficulty.SliderMultiplier;
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double beatDistance = TimingInfo.BeatDistanceAt(time);
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if (beatDistance > 0)
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return scoringDistance / beatDistance * 1000;
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return scoringDistance;
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}
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}
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/// <summary>
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@ -102,5 +102,21 @@ namespace osu.Game.Beatmaps.Timing
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return timingPoint ?? ControlPoint.Default;
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}
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/// <summary>
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/// Finds the slider velocity at a time.
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/// </summary>
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/// <param name="time">The time to find the slider velocity at.</param>
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/// <returns>The slider velocity in milliseconds.</returns>
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public double SliderVelocityAt(double time)
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{
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const double base_scoring_distance = 100;
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double beatDistance = BeatDistanceAt(time);
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if (beatDistance > 0)
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return base_scoring_distance / beatDistance * 1000;
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return base_scoring_distance;
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}
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}
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}
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