2019-01-24 08:43:03 +00:00
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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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2018-04-13 09:19:50 +00:00
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2022-06-17 07:37:17 +00:00
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#nullable disable
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2020-10-02 05:20:55 +00:00
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Scoring;
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2018-03-09 14:12:34 +00:00
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namespace osu.Game.Rulesets.Osu.Objects
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{
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2020-10-02 05:20:55 +00:00
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/// <summary>
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2020-10-02 06:21:52 +00:00
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/// A hit circle which is at the end of a slider path (either repeat or final tail).
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2020-10-02 05:20:55 +00:00
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/// </summary>
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public abstract class SliderEndCircle : HitCircle
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2018-03-09 14:12:34 +00:00
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{
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2020-10-02 06:21:52 +00:00
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private readonly Slider slider;
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protected SliderEndCircle(Slider slider)
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{
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this.slider = slider;
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}
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2020-10-02 05:20:55 +00:00
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public int RepeatIndex { get; set; }
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2020-10-02 06:21:52 +00:00
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public double SpanDuration => slider.SpanDuration;
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2020-10-02 05:20:55 +00:00
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2021-10-01 05:56:42 +00:00
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protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, IBeatmapDifficultyInfo difficulty)
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{
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base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
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if (RepeatIndex > 0)
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2020-10-02 05:37:07 +00:00
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{
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// Repeat points after the first span should appear behind the still-visible one.
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TimeFadeIn = 0;
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// The next end circle should appear exactly after the previous circle (on the same end) is hit.
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TimePreempt = SpanDuration * 2;
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}
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2020-10-02 06:21:52 +00:00
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else
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{
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// taken from osu-stable
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const float first_end_circle_preempt_adjust = 2 / 3f;
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// The first end circle should fade in with the slider.
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TimePreempt = (StartTime - slider.StartTime) + slider.TimePreempt * first_end_circle_preempt_adjust;
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}
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2020-10-02 05:20:55 +00:00
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}
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protected override HitWindows CreateHitWindows() => HitWindows.Empty;
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2018-03-09 14:12:34 +00:00
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}
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}
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