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Make taiko use the new nested hitobject structure
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@ -12,6 +12,7 @@ using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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@ -28,31 +29,18 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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/// </summary>
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private int rollingHits;
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private readonly Container<DrawableDrumRollTick> tickContainer;
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private Color4 colourIdle;
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private Color4 colourEngaged;
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public DrawableDrumRoll(DrumRoll drumRoll)
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: base(drumRoll)
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{
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RelativeSizeAxes = Axes.Y;
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Container<DrawableDrumRollTick> tickContainer;
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MainPiece.Add(tickContainer = new Container<DrawableDrumRollTick> { RelativeSizeAxes = Axes.Both });
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foreach (var tick in drumRoll.NestedHitObjects.OfType<DrumRollTick>())
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{
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var newTick = new DrawableDrumRollTick(tick);
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newTick.OnNewResult += onNewTickResult;
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AddNested(newTick);
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tickContainer.Add(newTick);
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}
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}
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protected override TaikoPiece CreateMainPiece() => new ElongatedCirclePiece();
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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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@ -60,8 +48,51 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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colourEngaged = colours.YellowDarker;
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}
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private void onNewTickResult(DrawableHitObject obj, JudgementResult result)
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protected override void LoadComplete()
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{
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base.LoadComplete();
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OnNewResult += onNewResult;
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}
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protected override void AddNested(DrawableHitObject h)
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{
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base.AddNested(h);
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switch (h)
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{
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case DrawableDrumRollTick tick:
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tickContainer.Add(tick);
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break;
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}
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}
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protected override void ClearNested()
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{
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base.ClearNested();
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tickContainer.Clear();
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}
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protected override DrawableHitObject CreateNested(HitObject hitObject)
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{
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switch (hitObject)
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{
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case DrumRollTick tick:
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return new DrawableDrumRollTick(tick);
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}
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return base.CreateNested(hitObject);
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}
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protected override TaikoPiece CreateMainPiece() => new ElongatedCirclePiece();
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public override bool OnPressed(TaikoAction action) => false;
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private void onNewResult(DrawableHitObject obj, JudgementResult result)
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{
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if (!(obj is DrawableDrumRollTick))
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return;
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if (result.Type > HitResult.Miss)
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rollingHits++;
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else
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