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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2021-06-11 07:07:38 +00:00
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using osu.Framework.Graphics;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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2018-04-13 09:19:50 +00:00
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using osu.Game.Rulesets.Mods;
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2021-06-11 10:09:40 +00:00
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using osu.Game.Rulesets.Objects;
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2021-05-15 03:51:39 +00:00
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using osu.Game.Rulesets.Objects.Drawables;
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2021-06-11 10:09:40 +00:00
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using osu.Game.Rulesets.Scoring;
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2021-06-11 07:07:38 +00:00
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using osu.Game.Rulesets.Taiko.Objects.Drawables;
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2018-04-13 09:19:50 +00:00
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namespace osu.Game.Rulesets.Taiko.Mods
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{
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2021-08-02 11:38:46 +00:00
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public class TaikoModHidden : ModHidden
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2018-04-13 09:19:50 +00:00
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{
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public override string Description => @"Beats fade out before you hit them!";
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public override double ScoreMultiplier => 1.06;
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private ControlPointInfo controlPointInfo;
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2021-05-15 03:51:39 +00:00
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protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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ApplyNormalVisibilityState(hitObject, state);
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}
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protected double MultiplierAt(double position)
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{
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double beatLength = controlPointInfo.TimingPointAt(position).BeatLength;
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double speedMultiplier = controlPointInfo.DifficultyPointAt(position).SpeedMultiplier;
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2021-08-02 11:18:01 +00:00
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return speedMultiplier * TimingControlPoint.DEFAULT_BEAT_LENGTH / beatLength;
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}
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protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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switch (hitObject)
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{
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case DrawableDrumRollTick _:
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case DrawableHit _:
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double preempt = 10000 / MultiplierAt(hitObject.HitObject.StartTime);
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double start = hitObject.HitObject.StartTime - preempt * 0.6;
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double duration = preempt * 0.3;
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2021-06-11 07:07:38 +00:00
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2021-06-16 07:32:59 +00:00
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using (hitObject.BeginAbsoluteSequence(start))
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{
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hitObject.FadeOut(duration);
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2021-06-16 07:32:59 +00:00
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// DrawableHitObject sets LifetimeEnd to LatestTransformEndTime if it isn't manually changed.
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// in order for the object to not be killed before its actual end time (as the latest transform ends earlier), set lifetime end explicitly.
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hitObject.LifetimeEnd = state == ArmedState.Idle || !hitObject.AllJudged
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? hitObject.HitObject.GetEndTime() + hitObject.HitObject.HitWindows.WindowFor(HitResult.Miss)
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: hitObject.HitStateUpdateTime;
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}
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2021-06-16 07:32:59 +00:00
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break;
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}
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}
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public override void ApplyToBeatmap(IBeatmap beatmap)
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{
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controlPointInfo = beatmap.ControlPointInfo;
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}
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2018-04-13 09:19:50 +00:00
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}
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}
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