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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Textures;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Skinning;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Osu.Skinning.Default
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{
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public partial class DefaultApproachCircle : Sprite
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{
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[Resolved]
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private DrawableHitObject drawableObject { get; set; } = null!;
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private IBindable<Color4> accentColour = null!;
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[BackgroundDependencyLoader]
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private void load(TextureStore textures)
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{
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Texture = textures.Get(@"Gameplay/osu/approachcircle").WithMaximumSize(OsuHitObject.OBJECT_DIMENSIONS * 2);
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2024-02-21 13:44:04 +08:00
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// In triangles and argon skins, we expanded hitcircles to take up the full 128 px which are clickable,
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// but still use the old approach circle sprite. To make it feel correct (ie. disappear as it collides
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// with the hitcircle, *not when it overlaps the border*) we need to expand it slightly.
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Scale = new Vector2(128 / 118f);
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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accentColour = drawableObject.AccentColour.GetBoundCopy();
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accentColour.BindValueChanged(colour => Colour = LegacyColourCompatibility.DisallowZeroAlpha(colour.NewValue), true);
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}
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}
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}
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