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Make kiai time hit object pulse on bar line beats.
This commit is contained in:
Submodule osu-framework updated: 773d60eb6b...71177efb0c
@ -7,6 +7,8 @@ using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Sprites;
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using osu.Game.Graphics.Backgrounds;
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using osu.Game.Graphics.Backgrounds;
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using OpenTK.Graphics;
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using OpenTK.Graphics;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Framework.Audio.Track;
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces
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{
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{
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@ -148,5 +150,18 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces
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Radius = KiaiMode ? 40 : 8
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Radius = KiaiMode ? 40 : 8
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};
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};
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}
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}
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protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, TrackAmplitudes amplitudes)
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{
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if (!effectPoint.KiaiMode)
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return;
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if (beatIndex % (int)timingPoint.TimeSignature != 0)
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return;
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background.FadeEdgeEffectTo(Color4.White);
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using (BeginDelayedSequence(200))
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background.FadeEdgeEffectTo(AccentColour, 500, EasingTypes.OutQuint);
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}
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}
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}
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}
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}
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@ -5,10 +5,11 @@ using osu.Framework.Graphics.Containers;
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using osu.Game.Graphics;
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using osu.Game.Graphics;
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using OpenTK;
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using OpenTK;
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using OpenTK.Graphics;
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using OpenTK.Graphics;
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using osu.Game.Graphics.Containers;
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces
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{
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{
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public class TaikoPiece : Container, IHasAccentColour
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public class TaikoPiece : BeatSyncedContainer, IHasAccentColour
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{
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{
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private Color4 accentColour;
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private Color4 accentColour;
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/// <summary>
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/// <summary>
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@ -17,10 +18,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces
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public virtual Color4 AccentColour
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public virtual Color4 AccentColour
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{
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{
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get { return accentColour; }
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get { return accentColour; }
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set
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set { accentColour = value; }
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{
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accentColour = value;
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}
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}
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}
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private bool kiaiMode;
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private bool kiaiMode;
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