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Basic tl-tapping consideration for stamina #20558
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Original file line number | Diff line number | Diff line change |
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@@ -15,18 +15,19 @@ public static class TaikoColourDifficultyPreprocessor | |
{ | ||
/// <summary> | ||
/// Processes and encodes a list of <see cref="TaikoDifficultyHitObject"/>s into a list of <see cref="TaikoDifficultyHitObjectColour"/>s, | ||
/// assigning the appropriate <see cref="TaikoDifficultyHitObjectColour"/>s to each <see cref="TaikoDifficultyHitObject"/>, | ||
/// and pre-evaluating colour difficulty of each <see cref="TaikoDifficultyHitObject"/>. | ||
/// assigning the appropriate <see cref="TaikoDifficultyHitObjectColour"/>s to each <see cref="TaikoDifficultyHitObject"/>. | ||
/// </summary> | ||
public static void ProcessAndAssign(List<DifficultyHitObject> hitObjects) | ||
{ | ||
List<RepeatingHitPatterns> hitPatterns = encode(hitObjects); | ||
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// Assign indexing and encoding data to all relevant objects. Only the first note of each encoding type is | ||
// assigned with the relevant encodings. | ||
// Assign indexing and encoding data to all relevant objects. | ||
foreach (var repeatingHitPattern in hitPatterns) | ||
{ | ||
repeatingHitPattern.FirstHitObject.Colour.RepeatingHitPattern = repeatingHitPattern; | ||
foreach (var hitObject in repeatingHitPattern.AllHitObjects) | ||
{ | ||
hitObject.Colour.RepeatingHitPattern = repeatingHitPattern; | ||
} | ||
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// The outermost loop is kept a ForEach loop since it doesn't need index information, and we want to | ||
// keep i and j for AlternatingMonoPattern's and MonoStreak's index respectively, to keep it in line with | ||
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@@ -36,14 +37,22 @@ public static void ProcessAndAssign(List<DifficultyHitObject> hitObjects) | |
AlternatingMonoPattern monoPattern = repeatingHitPattern.AlternatingMonoPatterns[i]; | ||
monoPattern.Parent = repeatingHitPattern; | ||
monoPattern.Index = i; | ||
monoPattern.FirstHitObject.Colour.AlternatingMonoPattern = monoPattern; | ||
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foreach (var hitObject in monoPattern.AllHitObjects) | ||
{ | ||
hitObject.Colour.AlternatingMonoPattern = monoPattern; | ||
} | ||
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for (int j = 0; j < monoPattern.MonoStreaks.Count; ++j) | ||
{ | ||
MonoStreak monoStreak = monoPattern.MonoStreaks[j]; | ||
monoStreak.Parent = monoPattern; | ||
monoStreak.Index = j; | ||
monoStreak.FirstHitObject.Colour.MonoStreak = monoStreak; | ||
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foreach (var hitObject in monoStreak.HitObjects) | ||
{ | ||
hitObject.Colour.MonoStreak = monoStreak; | ||
} | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Isn't it functionally equivalent to add:
In this loop? Just to reduce the amount of looping. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Yeah it should be, will apply this when I'm back There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Applied in 122064d |
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} | ||
} | ||
} | ||
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Why is it 2 or 4 fingers, instead of 1 or 2 fingers?
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mechanically, normal taiko players have 2 fingers available to hit each colour, with the TL playstyle, they use four and above fingers solely to hit the single colour.
2 fingers refers to the normal count, while 4 refers to the new count if the threshold is reached.