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49 lines
1.6 KiB
C#
49 lines
1.6 KiB
C#
// 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.Judgements;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Taiko.Judgements;
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using osu.Game.Rulesets.Taiko.Scoring;
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namespace osu.Game.Rulesets.Taiko.Objects
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{
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public abstract class TaikoHitObject : HitObject
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{
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/// <summary>
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/// Default size of a drawable taiko hit object.
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/// </summary>
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public const float DEFAULT_SIZE = 0.45f;
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/// <summary>
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/// Scale multiplier for a strong drawable taiko hit object.
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/// </summary>
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public const float STRONG_SCALE = 1.4f;
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/// <summary>
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/// Default size of a strong drawable taiko hit object.
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/// </summary>
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public const float DEFAULT_STRONG_SIZE = DEFAULT_SIZE * STRONG_SCALE;
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/// <summary>
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/// Whether this HitObject is a "strong" type.
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/// Strong hit objects give more points for hitting the hit object with both keys.
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/// </summary>
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public virtual bool IsStrong { get; set; }
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protected override void CreateNestedHitObjects()
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{
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base.CreateNestedHitObjects();
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if (IsStrong)
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AddNested(new StrongHitObject { StartTime = (this as IHasEndTime)?.EndTime ?? StartTime });
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}
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public override Judgement CreateJudgement() => new TaikoJudgement();
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protected override HitWindows CreateHitWindows() => new TaikoHitWindows();
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}
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}
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