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https://github.com/ppy/osu
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Merge branch 'taiko_replays' into taiko-drawable-generation
Conflicts: osu.Game.Modes.Taiko/osu.Game.Modes.Taiko.csproj
This commit is contained in:
commit
6333cd5225
@ -44,7 +44,10 @@ namespace osu.Game.Modes.Taiko.Beatmaps
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IHasRepeats repeatsData = original as IHasRepeats;
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IHasEndTime endTimeData = original as IHasEndTime;
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bool strong = ((original.Sample?.Type ?? SampleType.None) & SampleType.Finish) > 0;
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// Old osu! used hit sounding to determine various hit type information
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SampleType sample = original.Sample?.Type ?? SampleType.None;
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bool strong = (sample & SampleType.Finish) > 0;
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if (distanceData != null)
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{
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@ -71,11 +74,14 @@ namespace osu.Game.Modes.Taiko.Beatmaps
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};
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}
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HitType type = (sample & ~(SampleType.Finish | SampleType.Normal)) == 0 ? HitType.Centre : HitType.Rim;
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return new Hit
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{
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StartTime = original.StartTime,
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Sample = original.Sample,
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IsStrong = strong
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IsStrong = strong,
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Type = type
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};
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}
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}
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47
osu.Game.Modes.Taiko/LegacyTaikoReplay.cs
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47
osu.Game.Modes.Taiko/LegacyTaikoReplay.cs
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@ -0,0 +1,47 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System.Collections.Generic;
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using System.IO;
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using osu.Framework.Input;
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using osu.Game.Input.Handlers;
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using OpenTK.Input;
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namespace osu.Game.Modes.Taiko
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{
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public class LegacyTaikoReplay : LegacyReplay
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{
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protected LegacyTaikoReplay()
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{
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}
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public LegacyTaikoReplay(StreamReader reader)
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: base(reader)
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{
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}
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public override ReplayInputHandler CreateInputHandler() => new LegacyTaikoReplayInputHandler(Frames);
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private class LegacyTaikoReplayInputHandler : LegacyReplayInputHandler
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{
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public LegacyTaikoReplayInputHandler(List<LegacyReplayFrame> replayContent)
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: base(replayContent)
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{
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}
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public override List<InputState> GetPendingStates() => new List<InputState>
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{
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new InputState
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{
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Keyboard = new ReplayKeyboardState(new List<Key>(new[]
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{
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CurrentFrame?.MouseRight1 == true ? Key.F : Key.Unknown,
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CurrentFrame?.MouseRight2 == true ? Key.J : Key.Unknown,
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CurrentFrame?.MouseLeft1 == true ? Key.D : Key.Unknown,
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CurrentFrame?.MouseLeft2 == true ? Key.K : Key.Unknown
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}))
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}
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};
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}
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}
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}
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@ -1,7 +1,10 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Game.Beatmaps;
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using osu.Game.Modes.Mods;
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using osu.Game.Modes.Scoring;
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using osu.Game.Modes.Taiko.Objects;
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namespace osu.Game.Modes.Taiko.Mods
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{
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@ -61,4 +64,12 @@ namespace osu.Game.Modes.Taiko.Mods
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{
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}
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public class TaikoModAutoplay : ModAutoplay<TaikoHitObject>
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{
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protected override Score CreateReplayScore(Beatmap<TaikoHitObject> beatmap) => new Score
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{
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Replay = new TaikoAutoReplay(beatmap)
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};
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}
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}
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@ -8,6 +8,11 @@ namespace osu.Game.Modes.Taiko.Objects
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{
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public class Hit : TaikoHitObject
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{
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/// <summary>
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/// Whether this hit is a centre-hit or a rim-hit.
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/// </summary>
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public HitType Type;
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/// <summary>
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/// The hit window that results in a "GREAT" hit.
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/// </summary>
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14
osu.Game.Modes.Taiko/Objects/HitType.cs
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14
osu.Game.Modes.Taiko/Objects/HitType.cs
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@ -0,0 +1,14 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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namespace osu.Game.Modes.Taiko.Objects
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{
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/// <summary>
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/// Describes whether a hit is a centre-hit or a rim-hit.
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/// </summary>
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public enum HitType
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{
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Centre,
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Rim
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}
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}
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@ -119,6 +119,15 @@ namespace osu.Game.Modes.Taiko.Scoring
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{
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}
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public override Score CreateScore() => new TaikoScore
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{
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TotalScore = TotalScore,
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Combo = Combo,
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MaxCombo = HighestCombo,
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Accuracy = Accuracy,
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Health = Health,
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};
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protected override void ComputeTargets(Beatmap<TaikoHitObject> beatmap)
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{
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double hpMultiplierNormal = 1 / (hp_hit_great * beatmap.HitObjects.FindAll(o => o is Hit).Count * BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.Difficulty.DrainRate, 0.5, 0.75, 0.98));
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121
osu.Game.Modes.Taiko/TaikoAutoReplay.cs
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121
osu.Game.Modes.Taiko/TaikoAutoReplay.cs
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@ -0,0 +1,121 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Game.Modes.Taiko.Objects;
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using osu.Game.Modes.Objects.Types;
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using osu.Game.Beatmaps;
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namespace osu.Game.Modes.Taiko
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{
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public class TaikoAutoReplay : LegacyTaikoReplay
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{
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private readonly Beatmap<TaikoHitObject> beatmap;
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public TaikoAutoReplay(Beatmap<TaikoHitObject> beatmap)
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{
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this.beatmap = beatmap;
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createAutoReplay();
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}
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private void createAutoReplay()
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{
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bool hitButton = true;
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Frames.Add(new LegacyReplayFrame(-100000, 320, 240, LegacyButtonState.None));
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Frames.Add(new LegacyReplayFrame(beatmap.HitObjects[0].StartTime - 1000, 320, 240, LegacyButtonState.None));
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for (int i = 0; i < beatmap.HitObjects.Count; i++)
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{
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TaikoHitObject h = beatmap.HitObjects[i];
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LegacyButtonState button;
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IHasEndTime endTimeData = h as IHasEndTime;
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double endTime = endTimeData?.EndTime ?? h.StartTime;
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Swell sp = h as Swell;
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if (sp != null)
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{
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int d = 0;
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int count = 0;
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int req = sp.RequiredHits;
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double hitRate = sp.Duration / req;
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for (double j = h.StartTime; j < endTime; j += hitRate)
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{
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switch (d)
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{
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default:
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button = LegacyButtonState.Left1;
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break;
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case 1:
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button = LegacyButtonState.Right1;
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break;
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case 2:
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button = LegacyButtonState.Left2;
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break;
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case 3:
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button = LegacyButtonState.Right2;
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break;
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}
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Frames.Add(new LegacyReplayFrame(j, 0, 0, button));
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d = (d + 1) % 4;
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if (++count > req)
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break;
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}
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}
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else if (h is DrumRoll)
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{
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DrumRoll d = h as DrumRoll;
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double delay = d.TickTimeDistance;
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double time = d.StartTime;
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for (int j = 0; j < d.TotalTicks; j++)
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{
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Frames.Add(new LegacyReplayFrame((int)time, 0, 0, hitButton ? LegacyButtonState.Left1 : LegacyButtonState.Left2));
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time += delay;
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hitButton = !hitButton;
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}
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}
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else
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{
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Hit hit = h as Hit;
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if (hit.Type == HitType.Centre)
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{
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if (h.IsStrong)
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button = LegacyButtonState.Right1 | LegacyButtonState.Right2;
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else
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button = hitButton ? LegacyButtonState.Right1 : LegacyButtonState.Right2;
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}
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else
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{
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if (h.IsStrong)
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button = LegacyButtonState.Left1 | LegacyButtonState.Left2;
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else
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button = hitButton ? LegacyButtonState.Left1 : LegacyButtonState.Left2;
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}
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Frames.Add(new LegacyReplayFrame(h.StartTime, 0, 0, button));
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}
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Frames.Add(new LegacyReplayFrame(endTime + 1, 0, 0, LegacyButtonState.None));
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if (i < beatmap.HitObjects.Count - 1)
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{
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double waitTime = beatmap.HitObjects[i + 1].StartTime - 1000;
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if (waitTime > endTime)
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Frames.Add(new LegacyReplayFrame(waitTime, 0, 0, LegacyButtonState.None));
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}
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hitButton = !hitButton;
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}
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//Player.currentScore.Replay = InputManager.ReplayScore.Replay;
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//Player.currentScore.PlayerName = "mekkadosu!";
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}
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}
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}
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@ -65,7 +65,7 @@ namespace osu.Game.Modes.Taiko
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{
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Mods = new Mod[]
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{
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new ModAutoplay(),
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new TaikoModAutoplay(),
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new ModCinema(),
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},
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},
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13
osu.Game.Modes.Taiko/TaikoScore.cs
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13
osu.Game.Modes.Taiko/TaikoScore.cs
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@ -0,0 +1,13 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Game.Modes.Scoring;
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using System.IO;
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namespace osu.Game.Modes.Taiko
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{
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public class TaikoScore : Score
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{
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public override Replay CreateLegacyReplayFrom(StreamReader reader) => new LegacyTaikoReplay(reader);
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}
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}
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@ -52,6 +52,7 @@
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<Compile Include="Judgements\TaikoDrumRollTickJudgement.cs" />
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<Compile Include="Judgements\TaikoJudgement.cs" />
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<Compile Include="Judgements\TaikoHitResult.cs" />
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<Compile Include="LegacyTaikoReplay.cs" />
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<Compile Include="Objects\Drawable\DrawableRimHit.cs" />
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<Compile Include="Objects\Drawable\DrawableStrongRimHit.cs" />
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<Compile Include="Objects\Drawable\Pieces\CentreHitCirclePiece.cs" />
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@ -72,11 +73,14 @@
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<Compile Include="Objects\DrumRoll.cs" />
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<Compile Include="Objects\DrumRollTick.cs" />
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<Compile Include="Objects\Hit.cs" />
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<Compile Include="Objects\HitType.cs" />
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<Compile Include="Objects\Swell.cs" />
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<Compile Include="TaikoAutoReplay.cs" />
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<Compile Include="Objects\TaikoHitObject.cs" />
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<Compile Include="TaikoDifficultyCalculator.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="Scoring\TaikoScoreProcessor.cs" />
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<Compile Include="TaikoScore.cs" />
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<Compile Include="UI\HitTarget.cs" />
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<Compile Include="UI\InputDrum.cs" />
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<Compile Include="UI\DrawableTaikoJudgement.cs" />
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