<commit_before>﻿// Copyright (c) 2007-2017 ppy Pty Ltd <<EMAIL>>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE

using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.MathUtils;
using osu.Game.Graphics;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Taiko.Judgements;
using OpenTK;
using OpenTK.Graphics;
using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Scoring;

namespace osu.Game.Rulesets.Taiko.Objects.Drawables
{
    public class DrawableDrumRoll : DrawableTaikoHitObject<DrumRoll>
    {
        /// <summary>
        /// Number of rolling hits required to reach the dark/final accent colour.
        /// </summary>
        private const int rolling_hits_for_dark_accent = 5;

        private Color4 accentDarkColour;

        /// <summary>
        /// Rolling number of tick hits. This increases for hits and decreases for misses.
        /// </summary>
        private int rollingHits;

        public DrawableDrumRoll(DrumRoll drumRoll)
            : base(drumRoll)
        {
            Width = (float)HitObject.Duration;<commit_msg>Fix drumroll lengths<commit_after>﻿// Copyright (c) 2007-2017 ppy Pty Ltd <<EMAIL>>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE

using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.MathUtils;
using osu.Game.Graphics;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Taiko.Judgements;
using OpenTK;
using OpenTK.Graphics;
using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Scoring;

namespace osu.Game.Rulesets.Taiko.Objects.Drawables
{
    public class DrawableDrumRoll : DrawableTaikoHitObject<DrumRoll>
    {
        /// <summary>
        /// Number of rolling hits required to reach the dark/final accent colour.
        /// </summary>
        private const int rolling_hits_for_dark_accent = 5;

        private Color4 accentDarkColour;

        /// <summary>
        /// Rolling number of tick hits. This increases for hits and decreases for misses.
        /// </summary>
        private int rollingHits;

        public DrawableDrumRoll(DrumRoll drumRoll)
            : base(drumRoll)
        {
            RelativeSizeAxes = Axes.Y;
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