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Merge pull request #17622 from frenzibyte/taiko-target-classic-position
Replicate osu!(stable)'s hit target position with "Classic" mod
This commit is contained in:
@ -0,0 +1,19 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Game.Rulesets.Taiko.Mods;
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using osu.Game.Tests.Visual;
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namespace osu.Game.Rulesets.Taiko.Tests
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{
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public class TestSceneTaikoPlayerLegacySkin : LegacySkinPlayerTestScene
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{
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protected override Ruleset CreatePlayerRuleset() => new TaikoRuleset();
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protected override TestPlayer CreatePlayer(Ruleset ruleset)
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{
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SelectedMods.Value = new[] { new TaikoModClassic() };
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return base.CreatePlayer(ruleset);
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}
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}
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}
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@ -18,6 +18,9 @@ namespace osu.Game.Rulesets.Taiko.Mods
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{
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drawableTaikoRuleset = (DrawableTaikoRuleset)drawableRuleset;
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drawableTaikoRuleset.LockPlayfieldAspect.Value = false;
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var playfield = (TaikoPlayfield)drawableRuleset.Playfield;
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playfield.ClassicHitTargetPosition.Value = true;
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}
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public void Update(Playfield playfield)
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@ -22,13 +22,14 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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/// </summary>
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internal class LegacyInputDrum : Container
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{
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private Container content;
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private LegacyHalfDrum left;
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private LegacyHalfDrum right;
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private Container content;
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public LegacyInputDrum()
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{
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RelativeSizeAxes = Axes.Both;
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RelativeSizeAxes = Axes.Y;
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AutoSizeAxes = Axes.X;
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}
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[BackgroundDependencyLoader]
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@ -14,6 +14,7 @@ using osu.Framework.Input.Events;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.UI;
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using osu.Game.Screens.Ranking;
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using osu.Game.Skinning;
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using osuTK;
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@ -33,7 +34,8 @@ namespace osu.Game.Rulesets.Taiko.UI
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{
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sampleTriggerSource = new DrumSampleTriggerSource(hitObjectContainer);
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RelativeSizeAxes = Axes.Both;
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AutoSizeAxes = Axes.X;
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RelativeSizeAxes = Axes.Y;
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}
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[BackgroundDependencyLoader]
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@ -41,12 +43,32 @@ namespace osu.Game.Rulesets.Taiko.UI
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{
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Children = new Drawable[]
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{
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new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.InputDrum), _ => new Container
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new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.InputDrum), _ => new DefaultInputDrum())
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{
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RelativeSizeAxes = Axes.Y,
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AutoSizeAxes = Axes.X,
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},
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sampleTriggerSource
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};
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}
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private class DefaultInputDrum : AspectContainer
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{
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public DefaultInputDrum()
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{
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RelativeSizeAxes = Axes.Y;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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InternalChild = new Container
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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FillMode = FillMode.Fit,
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Scale = new Vector2(0.9f),
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Children = new Drawable[]
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Children = new[]
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{
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new TaikoHalfDrum(false)
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{
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@ -71,8 +93,6 @@ namespace osu.Game.Rulesets.Taiko.UI
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CentreAction = TaikoAction.RightCentre
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}
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}
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}),
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sampleTriggerSource
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};
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}
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@ -199,4 +219,5 @@ namespace osu.Game.Rulesets.Taiko.UI
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}
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}
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}
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}
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}
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@ -7,6 +7,7 @@ using System;
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using System.Collections.Generic;
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using System.Linq;
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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.Framework.Graphics.Pooling;
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@ -34,6 +35,11 @@ namespace osu.Game.Rulesets.Taiko.UI
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/// </summary>
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public const float DEFAULT_HEIGHT = 200;
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/// <summary>
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/// Whether the hit target should be nudged further towards the left area, matching the stable "classic" position.
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/// </summary>
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public Bindable<bool> ClassicHitTargetPosition = new BindableBool();
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private Container<HitExplosion> hitExplosionContainer;
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private Container<KiaiHitExplosion> kiaiExplosionContainer;
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private JudgementContainer<DrawableTaikoJudgement> judgementContainer;
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@ -45,8 +51,8 @@ namespace osu.Game.Rulesets.Taiko.UI
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private readonly IDictionary<HitResult, HitExplosionPool> explosionPools = new Dictionary<HitResult, HitExplosionPool>();
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private ProxyContainer topLevelHitContainer;
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private InputDrum inputDrum;
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private Container rightArea;
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private Container leftArea;
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/// <remarks>
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/// <see cref="Playfield.AddNested"/> is purposefully not called on this to prevent i.e. being able to interact
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@ -54,14 +60,43 @@ namespace osu.Game.Rulesets.Taiko.UI
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/// </remarks>
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private BarLinePlayfield barLinePlayfield;
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private Container hitTargetOffsetContent;
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private Container playfieldContent;
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private Container playfieldOverlay;
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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inputDrum = new InputDrum(HitObjectContainer)
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{
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.CentreLeft,
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AutoSizeAxes = Axes.X,
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RelativeSizeAxes = Axes.Y,
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};
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InternalChildren = new[]
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{
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new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.PlayfieldBackgroundRight), _ => new PlayfieldBackgroundRight()),
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new Container
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{
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Name = "Left overlay",
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RelativeSizeAxes = Axes.Both,
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FillMode = FillMode.Fit,
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BorderColour = colours.Gray0,
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Children = new[]
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{
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new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.PlayfieldBackgroundLeft), _ => new PlayfieldBackgroundLeft()),
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inputDrum.CreateProxy(),
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}
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},
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mascot = new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.Mascot), _ => Empty())
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{
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Origin = Anchor.BottomLeft,
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Anchor = Anchor.TopLeft,
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RelativePositionAxes = Axes.Y,
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RelativeSizeAxes = Axes.None,
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Y = 0.2f
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},
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rightArea = new Container
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{
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Name = "Right area",
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@ -71,7 +106,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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{
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new Container
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{
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Name = "Masked elements before hit objects",
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Name = "Elements before hit objects",
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RelativeSizeAxes = Axes.Both,
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FillMode = FillMode.Fit,
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Children = new[]
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@ -86,22 +121,28 @@ namespace osu.Game.Rulesets.Taiko.UI
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}
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}
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},
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hitTargetOffsetContent = new Container
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new Container
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{
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Name = "Masked hit objects content",
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RelativeSizeAxes = Axes.Both,
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Masking = true,
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Child = playfieldContent = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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barLinePlayfield = new BarLinePlayfield(),
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new Container
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HitObjectContainer,
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}
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}
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},
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playfieldOverlay = new Container
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{
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Name = "Hit objects",
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Name = "Elements after hit objects",
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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HitObjectContainer,
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drumRollHitContainer = new DrumRollHitContainer()
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}
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},
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drumRollHitContainer = new DrumRollHitContainer(),
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kiaiExplosionContainer = new Container<KiaiHitExplosion>
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{
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Name = "Kiai hit explosions",
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@ -117,36 +158,15 @@ namespace osu.Game.Rulesets.Taiko.UI
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},
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}
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},
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leftArea = new Container
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{
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Name = "Left overlay",
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RelativeSizeAxes = Axes.Both,
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FillMode = FillMode.Fit,
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BorderColour = colours.Gray0,
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Children = new Drawable[]
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{
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new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.PlayfieldBackgroundLeft), _ => new PlayfieldBackgroundLeft()),
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new InputDrum(HitObjectContainer)
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{
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.CentreLeft,
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},
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}
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},
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mascot = new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.Mascot), _ => Empty())
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{
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Origin = Anchor.BottomLeft,
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Anchor = Anchor.TopLeft,
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RelativePositionAxes = Axes.Y,
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RelativeSizeAxes = Axes.None,
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Y = 0.2f
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},
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topLevelHitContainer = new ProxyContainer
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{
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Name = "Top level hit objects",
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RelativeSizeAxes = Axes.Both,
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},
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drumRollHitContainer.CreateProxy(),
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// this is added at the end of the hierarchy to receive input before taiko objects.
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// but is proxied below everything to not cover visual effects such as hit explosions.
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inputDrum,
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};
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RegisterPool<Hit, DrawableHit>(50);
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@ -193,8 +213,9 @@ namespace osu.Game.Rulesets.Taiko.UI
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// Padding is required to be updated for elements which are based on "absolute" X sized elements.
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// This is basically allowing for correct alignment as relative pieces move around them.
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rightArea.Padding = new MarginPadding { Left = leftArea.DrawWidth };
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hitTargetOffsetContent.Padding = new MarginPadding { Left = HitTarget.DrawWidth / 2 };
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rightArea.Padding = new MarginPadding { Left = inputDrum.Width };
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playfieldContent.Padding = new MarginPadding { Left = HitTarget.DrawWidth / 2 };
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playfieldOverlay.Padding = new MarginPadding { Left = HitTarget.DrawWidth / 2 };
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mascot.Scale = new Vector2(DrawHeight / DEFAULT_HEIGHT);
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}
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