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Merge branch 'master' into add-droplet-hypers
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@ -10,15 +10,21 @@ namespace osu.Game.Rulesets.Catch.UI
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{
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public class CatchPlayfieldAdjustmentContainer : PlayfieldAdjustmentContainer
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{
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private const float playfield_size_adjust = 0.8f;
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protected override Container<Drawable> Content => content;
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private readonly Container content;
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public CatchPlayfieldAdjustmentContainer()
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{
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Anchor = Anchor.TopCentre;
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Origin = Anchor.TopCentre;
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// because we are using centre anchor/origin, we will need to limit visibility in the future
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// to ensure tall windows do not get a readability advantage.
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// it may be possible to bake the catch-specific offsets (-100..340 mentioned below) into new values
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// which are compatible with TopCentre alignment.
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Anchor = Anchor.Centre;
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Origin = Anchor.Centre;
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Size = new Vector2(0.86f); // matches stable's vertical offset for catcher plate
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Size = new Vector2(playfield_size_adjust);
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InternalChild = new Container
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{
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@ -27,7 +33,7 @@ namespace osu.Game.Rulesets.Catch.UI
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RelativeSizeAxes = Axes.Both,
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FillMode = FillMode.Fit,
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FillAspectRatio = 4f / 3,
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Child = content = new ScalingContainer { RelativeSizeAxes = Axes.Both }
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Child = content = new ScalingContainer { RelativeSizeAxes = Axes.Both, }
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};
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}
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@ -40,8 +46,14 @@ namespace osu.Game.Rulesets.Catch.UI
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{
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base.Update();
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// in stable, fruit fall vertically from -100 to 340.
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// to emulate this, we want to make our playfield 440 gameplay pixels high.
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// we then offset it -100 vertically in the position set below.
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const float stable_v_offset_ratio = 440 / 384f;
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Scale = new Vector2(Parent.ChildSize.X / CatchPlayfield.WIDTH);
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Size = Vector2.Divide(Vector2.One, Scale);
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Position = new Vector2(0, -100 * stable_v_offset_ratio + Scale.X);
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Size = Vector2.Divide(new Vector2(1, stable_v_offset_ratio), Scale);
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}
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}
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}
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@ -216,6 +216,9 @@ namespace osu.Game.Rulesets.Catch.UI
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/// <returns>Whether the catch is possible.</returns>
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public bool AttemptCatch(CatchHitObject fruit)
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{
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if (!fruit.CanBePlated)
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return false;
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var halfCatchWidth = catchWidth * 0.5f;
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// this stuff wil disappear once we move fruit to non-relative coordinate space in the future.
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@ -55,7 +55,7 @@ namespace osu.Game.Rulesets.Catch.UI
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lastPlateableFruit.OnLoadComplete += _ => action();
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}
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if (result.IsHit && fruit.CanBePlated)
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if (result.IsHit && fruit.HitObject.CanBePlated)
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{
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// create a new (cloned) fruit to stay on the plate. the original is faded out immediately.
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var caughtFruit = (DrawableCatchHitObject)CreateDrawableRepresentation?.Invoke(fruit.HitObject);
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