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Change snapping to only apply to classic mod
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@ -2,13 +2,15 @@
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// See the LICENCE file in the repository root for full licence text.
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.Taiko.Objects.Drawables;
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using osu.Game.Rulesets.Taiko.UI;
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using osu.Game.Rulesets.UI;
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namespace osu.Game.Rulesets.Taiko.Mods
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{
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public class TaikoModClassic : ModClassic, IApplicableToDrawableRuleset<TaikoHitObject>
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public class TaikoModClassic : ModClassic, IApplicableToDrawableRuleset<TaikoHitObject>, IApplicableToDrawableHitObject
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{
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public void ApplyToDrawableRuleset(DrawableRuleset<TaikoHitObject> drawableRuleset)
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{
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@ -18,5 +20,11 @@ namespace osu.Game.Rulesets.Taiko.Mods
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var playfield = (TaikoPlayfield)drawableRuleset.Playfield;
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playfield.ClassicHitTargetPosition.Value = true;
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}
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public void ApplyToDrawableHitObject(DrawableHitObject drawable)
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{
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if (drawable is DrawableHit)
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drawable.SnapJudgementLocation = true;
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}
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}
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}
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@ -207,7 +207,8 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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const float gravity_time = 300;
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const float gravity_travel_height = 200;
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MainPiece.MoveToX(-X); // Visually snap hit object to hit target
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if (SnapJudgementLocation)
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MainPiece.MoveToX(-X);
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this.ScaleTo(0.8f, gravity_time * 2, Easing.OutQuad);
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@ -662,6 +662,15 @@ namespace osu.Game.Rulesets.Objects.Drawables
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/// </remarks>
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public virtual double MaximumJudgementOffset => HitObject.HitWindows?.WindowFor(HitResult.Miss) ?? 0;
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/// <summary>
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/// Whether the location of the hit should be snapped to the hit target before animating.
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/// </summary>
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/// <remarks>
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/// This is how osu-stable worked, but notably is not how TnT works.
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/// It results in less visual feedback on hit accuracy.
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/// </remarks>
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public bool SnapJudgementLocation { get; set; }
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/// <summary>
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/// Applies the <see cref="Result"/> of this <see cref="DrawableHitObject"/>, notifying responders such as
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/// the <see cref="ScoreProcessor"/> of the <see cref="JudgementResult"/>.
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