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Basic functionality for Taiko touch input now complete
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@ -6,6 +6,7 @@ using System.Collections.Generic;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Taiko.Objects;
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@ -35,6 +36,8 @@ namespace osu.Game.Rulesets.Taiko.UI
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private SkinnableDrawable scroller;
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private DrumTouchInputArea drumTouchInputArea;
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public DrawableTaikoRuleset(Ruleset ruleset, IBeatmap beatmap, IReadOnlyList<Mod> mods = null)
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: base(ruleset, beatmap, mods)
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{
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@ -53,11 +56,8 @@ namespace osu.Game.Rulesets.Taiko.UI
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Depth = float.MaxValue
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});
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DrumTouchInputArea touchInput = new DrumTouchInputArea(Playfield) {
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RelativePositionAxes = Axes.Both,
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RelativeSizeAxes = Axes.Both,
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};
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Overlays.Add(touchInput);
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if ((drumTouchInputArea = CreateDrumTouchInputArea()) != null)
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KeyBindingInputManager.Add(drumTouchInputArea);
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}
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protected override void UpdateAfterChildren()
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@ -76,6 +76,8 @@ namespace osu.Game.Rulesets.Taiko.UI
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return ControlPoints[result];
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}
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public DrumTouchInputArea CreateDrumTouchInputArea() => new DrumTouchInputArea();
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public override PlayfieldAdjustmentContainer CreatePlayfieldAdjustmentContainer() => new TaikoPlayfieldAdjustmentContainer();
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protected override PassThroughInputManager CreateInputManager() => new TaikoInputManager(Ruleset.RulesetInfo);
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