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osu-lazer/osu.Game.Rulesets.Osu/Skinning/Default/DefaultApproachCircle.cs

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