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Merge remote-tracking branch 'origin/master' into taiko-drawable-generation
Conflicts: osu.Desktop.VisualTests/Tests/TestCaseTaikoHitObjects.cs osu.Desktop.VisualTests/Tests/TestCaseTaikoPlayfield.cs osu.Game.Modes.Taiko/UI/TaikoHitRenderer.cs osu.Game.Modes.Taiko/osu.Game.Modes.Taiko.csproj
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@ -15,7 +15,6 @@ using osu.Framework.Screens;
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using osu.Framework.Timing;
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using osu.Game.Configuration;
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using osu.Game.Database;
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using osu.Game.Input.Handlers;
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using osu.Game.Modes;
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using osu.Game.Modes.UI;
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using osu.Game.Screens.Backgrounds;
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@ -34,7 +33,7 @@ namespace osu.Game.Screens.Play
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internal override bool HasLocalCursorDisplayed => !hasReplayLoaded && !IsPaused;
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private bool hasReplayLoaded => hitRenderer.InputManager.ReplayInputHandler != null;
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private bool hasReplayLoaded => HitRenderer.InputManager.ReplayInputHandler != null;
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public BeatmapInfo BeatmapInfo;
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@ -53,7 +52,7 @@ namespace osu.Game.Screens.Play
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private Ruleset ruleset;
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private ScoreProcessor scoreProcessor;
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private HitRenderer hitRenderer;
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protected HitRenderer HitRenderer;
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private Bindable<int> dimLevel;
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private SkipButton skipButton;
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@ -112,9 +111,9 @@ namespace osu.Game.Screens.Play
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});
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ruleset = Ruleset.GetRuleset(Beatmap.PlayMode);
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hitRenderer = ruleset.CreateHitRendererWith(Beatmap);
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HitRenderer = ruleset.CreateHitRendererWith(Beatmap);
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scoreProcessor = hitRenderer.CreateScoreProcessor();
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scoreProcessor = HitRenderer.CreateScoreProcessor();
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hudOverlay = new StandardHudOverlay();
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hudOverlay.KeyCounter.Add(ruleset.CreateGameplayKeys());
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@ -133,13 +132,10 @@ namespace osu.Game.Screens.Play
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};
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if (ReplayInputHandler != null)
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hitRenderer.InputManager.ReplayInputHandler = ReplayInputHandler;
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hudOverlay.BindHitRenderer(hitRenderer);
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hudOverlay.BindHitRenderer(HitRenderer);
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//bind HitRenderer to ScoreProcessor and ourselves (for a pass situation)
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hitRenderer.OnAllJudged += onCompletion;
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HitRenderer.OnAllJudged += onCompletion;
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//bind ScoreProcessor to ourselves (for a fail situation)
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scoreProcessor.Failed += onFail;
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@ -152,7 +148,7 @@ namespace osu.Game.Screens.Play
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Clock = interpolatedSourceClock,
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Children = new Drawable[]
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{
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hitRenderer,
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HitRenderer,
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skipButton = new SkipButton
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{
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Alpha = 0
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@ -229,7 +225,7 @@ namespace osu.Game.Screens.Play
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var newPlayer = new Player();
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newPlayer.LoadAsync(Game, delegate
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LoadComponentAsync(newPlayer, delegate
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{
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newPlayer.RestartCount = RestartCount + 1;
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ValidForResume = false;
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@ -336,8 +332,6 @@ namespace osu.Game.Screens.Play
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private Bindable<bool> mouseWheelDisabled;
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public ReplayInputHandler ReplayInputHandler;
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protected override bool OnWheel(InputState state) => mouseWheelDisabled.Value && !IsPaused;
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}
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}
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