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Add alignment support for skin versions older than 2.1
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@ -18,9 +18,12 @@ namespace osu.Game.Rulesets.Taiko.Skinning
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/// </summary>
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/// </summary>
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internal class LegacyInputDrum : Container
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internal class LegacyInputDrum : Container
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{
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{
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private LegacyHalfDrum left;
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private LegacyHalfDrum right;
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public LegacyInputDrum()
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public LegacyInputDrum()
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{
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{
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AutoSizeAxes = Axes.Both;
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Size = new Vector2(180, 200);
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}
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}
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[BackgroundDependencyLoader]
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[BackgroundDependencyLoader]
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@ -32,25 +35,47 @@ namespace osu.Game.Rulesets.Taiko.Skinning
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{
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{
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Texture = skin.GetTexture("taiko-bar-left")
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Texture = skin.GetTexture("taiko-bar-left")
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},
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},
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new LegacyHalfDrum(false)
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left = new LegacyHalfDrum(false)
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{
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{
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Name = "Left Half",
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Name = "Left Half",
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RelativeSizeAxes = Axes.Both,
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RelativeSizeAxes = Axes.Both,
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Width = 0.5f,
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RimAction = TaikoAction.LeftRim,
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RimAction = TaikoAction.LeftRim,
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CentreAction = TaikoAction.LeftCentre
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CentreAction = TaikoAction.LeftCentre
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},
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},
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new LegacyHalfDrum(true)
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right = new LegacyHalfDrum(true)
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{
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{
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Name = "Right Half",
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Name = "Right Half",
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Anchor = Anchor.TopRight,
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RelativeSizeAxes = Axes.Both,
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RelativeSizeAxes = Axes.Both,
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Width = 0.5f,
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Origin = Anchor.TopRight,
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Scale = new Vector2(-1, 1),
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Scale = new Vector2(-1, 1),
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RimAction = TaikoAction.RightRim,
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RimAction = TaikoAction.RightRim,
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CentreAction = TaikoAction.RightCentre
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CentreAction = TaikoAction.RightCentre
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}
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}
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};
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};
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// this will be used in the future for stable skin alignment. keeping here for reference.
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const float taiko_bar_y = 0;
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// stable things
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const float ratio = 1.6f;
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// because the right half is flipped, we need to position using width - position to get the true "topleft" origin position
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float negativeScaleAdjust = Width / ratio;
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if (skin.GetConfig<LegacySkinConfiguration.LegacySetting, decimal>(LegacySkinConfiguration.LegacySetting.Version)?.Value >= 2.1m)
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{
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left.Centre.Position = new Vector2(0, taiko_bar_y) * ratio;
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right.Centre.Position = new Vector2(negativeScaleAdjust - 56, taiko_bar_y) * ratio;
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left.Rim.Position = new Vector2(0, taiko_bar_y) * ratio;
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right.Rim.Position = new Vector2(negativeScaleAdjust - 56, taiko_bar_y) * ratio;
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}
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else
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{
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left.Centre.Position = new Vector2(18, taiko_bar_y + 31) * ratio;
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right.Centre.Position = new Vector2(negativeScaleAdjust - 54, taiko_bar_y + 31) * ratio;
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left.Rim.Position = new Vector2(8, taiko_bar_y + 23) * ratio;
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right.Rim.Position = new Vector2(negativeScaleAdjust - 53, taiko_bar_y + 23) * ratio;
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}
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}
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}
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/// <summary>
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/// <summary>
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@ -68,8 +93,8 @@ namespace osu.Game.Rulesets.Taiko.Skinning
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/// </summary>
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/// </summary>
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public TaikoAction CentreAction;
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public TaikoAction CentreAction;
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private readonly Sprite rimHit;
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public readonly Sprite Rim;
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private readonly Sprite centreHit;
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public readonly Sprite Centre;
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[Resolved]
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[Resolved]
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private DrumSampleMapping sampleMappings { get; set; }
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private DrumSampleMapping sampleMappings { get; set; }
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@ -80,18 +105,16 @@ namespace osu.Game.Rulesets.Taiko.Skinning
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Children = new Drawable[]
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Children = new Drawable[]
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{
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{
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rimHit = new Sprite
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Rim = new Sprite
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{
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{
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Anchor = Anchor.CentreRight,
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Origin = Anchor.CentreLeft, // opposite due to scale inversion.
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Scale = new Vector2(-1, 1),
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Scale = new Vector2(-1, 1),
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Origin = flipped ? Anchor.TopLeft : Anchor.TopRight,
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Alpha = 0,
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Alpha = 0,
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},
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},
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centreHit = new Sprite
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Centre = new Sprite
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{
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{
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Anchor = Anchor.CentreRight,
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Origin = Anchor.CentreRight,
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Alpha = 0,
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Alpha = 0,
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Origin = flipped ? Anchor.TopRight : Anchor.TopLeft,
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}
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}
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};
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};
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}
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}
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@ -99,8 +122,8 @@ namespace osu.Game.Rulesets.Taiko.Skinning
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[BackgroundDependencyLoader]
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[BackgroundDependencyLoader]
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private void load(ISkinSource skin)
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private void load(ISkinSource skin)
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{
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{
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rimHit.Texture = skin.GetTexture(@"taiko-drum-outer");
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Rim.Texture = skin.GetTexture(@"taiko-drum-outer");
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centreHit.Texture = skin.GetTexture(@"taiko-drum-inner");
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Centre.Texture = skin.GetTexture(@"taiko-drum-inner");
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}
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}
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public bool OnPressed(TaikoAction action)
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public bool OnPressed(TaikoAction action)
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@ -110,12 +133,12 @@ namespace osu.Game.Rulesets.Taiko.Skinning
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if (action == CentreAction)
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if (action == CentreAction)
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{
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{
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target = centreHit;
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target = Centre;
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drumSample.Centre?.Play();
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drumSample.Centre?.Play();
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}
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}
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else if (action == RimAction)
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else if (action == RimAction)
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{
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{
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target = rimHit;
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target = Rim;
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drumSample.Rim?.Play();
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drumSample.Rim?.Play();
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}
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}
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