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Mode -> Ruleset.
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167
osu.Game.Rulesets.Taiko/UI/InputDrum.cs
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167
osu.Game.Rulesets.Taiko/UI/InputDrum.cs
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using OpenTK;
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using OpenTK.Input;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Input;
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using osu.Game.Graphics;
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namespace osu.Game.Rulesets.Taiko.UI
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{
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/// <summary>
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/// A component of the playfield that captures input and displays input as a drum.
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/// </summary>
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internal class InputDrum : Container
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{
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public InputDrum()
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{
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Size = new Vector2(TaikoPlayfield.DEFAULT_PLAYFIELD_HEIGHT);
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const float middle_split = 10;
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Children = new Drawable[]
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{
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new TaikoHalfDrum(false)
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{
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Name = "Left Half",
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Anchor = Anchor.Centre,
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Origin = Anchor.CentreRight,
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RelativeSizeAxes = Axes.Both,
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X = -middle_split / 2,
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RimKey = Key.D,
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CentreKey = Key.F
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},
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new TaikoHalfDrum(true)
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{
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Name = "Right Half",
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Anchor = Anchor.Centre,
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Origin = Anchor.CentreLeft,
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RelativeSizeAxes = Axes.Both,
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X = middle_split / 2,
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Position = new Vector2(-1f, 0),
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RimKey = Key.K,
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CentreKey = Key.J
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}
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};
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}
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/// <summary>
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/// A half-drum. Contains one centre and one rim hit.
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/// </summary>
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private class TaikoHalfDrum : Container
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{
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/// <summary>
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/// The key to be used for the rim of the half-drum.
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/// </summary>
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public Key RimKey;
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/// <summary>
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/// The key to be used for the centre of the half-drum.
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/// </summary>
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public Key CentreKey;
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private readonly Sprite rim;
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private readonly Sprite rimHit;
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private readonly Sprite centre;
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private readonly Sprite centreHit;
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public TaikoHalfDrum(bool flipped)
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{
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Masking = true;
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Children = new Drawable[]
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{
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rim = new Sprite
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{
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Anchor = flipped ? Anchor.CentreLeft : Anchor.CentreRight,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both
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},
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rimHit = new Sprite
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{
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Anchor = flipped ? Anchor.CentreLeft : Anchor.CentreRight,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Alpha = 0,
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BlendingMode = BlendingMode.Additive,
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},
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centre = new Sprite
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{
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Anchor = flipped ? Anchor.CentreLeft : Anchor.CentreRight,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Size = new Vector2(0.7f)
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},
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centreHit = new Sprite
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{
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Anchor = flipped ? Anchor.CentreLeft : Anchor.CentreRight,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Size = new Vector2(0.7f),
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Alpha = 0,
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BlendingMode = BlendingMode.Additive
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}
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};
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}
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[BackgroundDependencyLoader]
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private void load(TextureStore textures, OsuColour colours)
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{
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rim.Texture = textures.Get(@"Play/Taiko/taiko-drum-outer");
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rimHit.Texture = textures.Get(@"Play/Taiko/taiko-drum-outer-hit");
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centre.Texture = textures.Get(@"Play/Taiko/taiko-drum-inner");
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centreHit.Texture = textures.Get(@"Play/Taiko/taiko-drum-inner-hit");
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rimHit.Colour = colours.Blue;
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centreHit.Colour = colours.Pink;
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}
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protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
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{
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if (args.Repeat)
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return false;
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Drawable target = null;
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Drawable back = null;
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if (args.Key == CentreKey)
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{
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target = centreHit;
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back = centre;
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}
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else if (args.Key == RimKey)
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{
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target = rimHit;
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back = rim;
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}
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if (target != null)
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{
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const float scale_amount = 0.05f;
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const float alpha_amount = 0.5f;
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const float down_time = 40;
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const float up_time = 1000;
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back.ScaleTo(target.Scale.X - scale_amount, down_time, EasingTypes.OutQuint);
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back.Delay(down_time);
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back.ScaleTo(1, up_time, EasingTypes.OutQuint);
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target.ScaleTo(target.Scale.X - scale_amount, down_time, EasingTypes.OutQuint);
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target.FadeTo(Math.Min(target.Alpha + alpha_amount, 1), down_time, EasingTypes.OutQuint);
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target.Delay(down_time);
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target.ScaleTo(1, up_time, EasingTypes.OutQuint);
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target.FadeOut(up_time, EasingTypes.OutQuint);
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}
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return false;
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}
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}
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}
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}
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