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Use BDL for top-level osu! DHOs
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@ -4,7 +4,6 @@
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using System;
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using System.Diagnostics;
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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.Input;
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@ -21,28 +20,25 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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public class DrawableHitCircle : DrawableOsuHitObject, IDrawableHitObjectWithProxiedApproach
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{
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public ApproachCircle ApproachCircle { get; }
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private readonly IBindable<Vector2> positionBindable = new Bindable<Vector2>();
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private readonly IBindable<int> stackHeightBindable = new Bindable<int>();
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private readonly IBindable<float> scaleBindable = new BindableFloat();
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public OsuAction? HitAction => HitArea.HitAction;
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public readonly HitReceptor HitArea;
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public readonly SkinnableDrawable CirclePiece;
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private readonly Container scaleContainer;
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protected virtual OsuSkinComponents CirclePieceComponent => OsuSkinComponents.HitCircle;
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public ApproachCircle ApproachCircle { get; private set; }
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public HitReceptor HitArea { get; private set; }
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public SkinnableDrawable CirclePiece { get; private set; }
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private Container scaleContainer;
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private InputManager inputManager;
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public DrawableHitCircle(HitCircle h)
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: base(h)
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{
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Origin = Anchor.Centre;
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}
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Position = HitObject.StackedPosition;
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[BackgroundDependencyLoader]
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private void load()
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{
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Origin = Anchor.Centre;
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InternalChildren = new Drawable[]
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{
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@ -75,19 +71,10 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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};
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Size = HitArea.DrawSize;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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positionBindable.BindValueChanged(_ => Position = HitObject.StackedPosition);
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stackHeightBindable.BindValueChanged(_ => Position = HitObject.StackedPosition);
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scaleBindable.BindValueChanged(scale => scaleContainer.Scale = new Vector2(scale.NewValue), true);
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positionBindable.BindTo(HitObject.PositionBindable);
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stackHeightBindable.BindTo(HitObject.StackHeightBindable);
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scaleBindable.BindTo(HitObject.ScaleBindable);
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PositionBindable.BindValueChanged(_ => Position = HitObject.StackedPosition, true);
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StackHeightBindable.BindValueChanged(_ => Position = HitObject.StackedPosition, true);
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ScaleBindable.BindValueChanged(scale => scaleContainer.Scale = new Vector2(scale.NewValue), true);
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AccentColour.BindValueChanged(accent => ApproachCircle.Colour = accent.NewValue, true);
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}
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