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Move combo colours completely out of HitObjects
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@ -20,11 +20,9 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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public class DrawableDrumRoll : DrawableTaikoHitObject<DrumRoll>
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{
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/// <summary>
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/// Number of rolling hits required to reach the dark/final accent colour.
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/// Number of rolling hits required to reach the dark/final colour.
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/// </summary>
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private const int rolling_hits_for_dark_accent = 5;
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private Color4 accentDarkColour;
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private const int rolling_hits_for_engaged_colour = 5;
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/// <summary>
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/// Rolling number of tick hits. This increases for hits and decreases for misses.
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@ -53,11 +51,14 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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public override bool OnPressed(TaikoAction action) => false;
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private Color4 colourIdle;
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private Color4 colourEngaged;
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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MainPiece.AccentColour = AccentColour = colours.YellowDark;
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accentDarkColour = colours.YellowDarker;
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MainPiece.AccentColour = colourIdle = colours.YellowDark;
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colourEngaged = colours.YellowDarker;
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}
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private void onTickJudgement(DrawableHitObject obj, Judgement judgement)
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@ -67,10 +68,10 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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else
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rollingHits--;
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rollingHits = MathHelper.Clamp(rollingHits, 0, rolling_hits_for_dark_accent);
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rollingHits = MathHelper.Clamp(rollingHits, 0, rolling_hits_for_engaged_colour);
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Color4 newAccent = Interpolation.ValueAt((float)rollingHits / rolling_hits_for_dark_accent, AccentColour, accentDarkColour, 0, 1);
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MainPiece.FadeAccent(newAccent, 100);
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Color4 newColour = Interpolation.ValueAt((float)rollingHits / rolling_hits_for_engaged_colour, colourIdle, colourEngaged, 0, 1);
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MainPiece.FadeAccent(newColour, 100);
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}
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protected override void CheckForJudgements(bool userTriggered, double timeOffset)
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