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68 lines
1.7 KiB
C#
68 lines
1.7 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 System.ComponentModel;
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namespace osu.Game.Rulesets.Scoring
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{
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public enum HitResult
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{
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/// <summary>
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/// Indicates that the object has not been judged yet.
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/// </summary>
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[Description(@"")]
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None,
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/// <summary>
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/// Indicates that the object has been judged as a miss.
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/// </summary>
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/// <remarks>
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/// This miss window should determine how early a hit can be before it is considered for judgement (as opposed to being ignored as
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/// "too far in the future). It should also define when a forced miss should be triggered (as a result of no user input in time).
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/// </remarks>
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[Description(@"Miss")]
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Miss,
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[Description(@"Meh")]
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Meh,
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/// <summary>
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/// Optional judgement.
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/// </summary>
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[Description(@"OK")]
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Ok,
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[Description(@"Good")]
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Good,
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[Description(@"Great")]
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Great,
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/// <summary>
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/// Optional judgement.
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/// </summary>
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[Description(@"Perfect")]
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Perfect,
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/// <summary>
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/// Indicates small tick miss.
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/// </summary>
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SmallTickMiss,
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/// <summary>
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/// Indicates a small tick hit.
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/// </summary>
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SmallTickHit,
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/// <summary>
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/// Indicates a large tick miss.
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/// </summary>
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LargeTickMiss,
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/// <summary>
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/// Indicates a large tick hit.
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/// </summary>
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LargeTickHit
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}
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}
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