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Implement Slide notes #74
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This is much simpler than calculating how it should look.
Also made counter clockwise circular slide make sense
Sliding sound coming soon
Way cleaner imo
Straights had it bad, and potentially generated a path with end lane difference of 1
Also prevent nodes generating if the segment is larger than 5 chevrons
This avoids the star still being visible even after the note has been judged
NestedHitObjects are now created even before ApplyToDrawableHitObject is executed.
Should be good for now. |
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This PR implements the Slide notes present in maimai. (Slide fans come wayy later, there is no way to effectively test that rn)
Each segment roughly spans about 5 chevrons, except for last segment which may span from 3-7 chevrons.
Slides are composed of a TAP and a SLIDE comprised of several nodes depending on the length. TAPs are as one would expect, behaving like the normal counterparts.
All slide nodes except the last don't have hitwindows, meaning the player can hit them anytime within the start and endtimes of the hitobject. Each node
n
can only be successfully hit if nodes beforen-1
is judged, judged nodes will automatically judge previous nodes. Only the Tail node will consider the timing of the hit, allowing for the "cheesing" maneuver that a lot of maimai maps make use of, while raising the skill ceiling.Note: cup shapes slides are a bitch to implement, so I'll do them in a future pr.