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osu-lazer/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableBarLine.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.
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Shapes;
using osu.Game.Rulesets.Objects;
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using osuTK;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Skinning;
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
{
/// <summary>
/// A line that scrolls alongside hit objects in the playfield and visualises control points.
/// </summary>
public class DrawableBarLine : DrawableHitObject<HitObject>
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{
/// <summary>
/// The width of the line tracker.
/// </summary>
private const float tracker_width = 2f;
/// <summary>
/// Fade out time calibrated to a pre-empt of 1000ms.
/// </summary>
private const float base_fadeout_time = 100f;
/// <summary>
/// The visual line tracker.
/// </summary>
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protected SkinnableDrawable Line;
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/// <summary>
/// The bar line.
/// </summary>
protected readonly BarLine BarLine;
public DrawableBarLine(BarLine barLine)
: base(barLine)
{
BarLine = barLine;
Anchor = Anchor.CentreLeft;
Origin = Anchor.Centre;
RelativeSizeAxes = Axes.Y;
Width = tracker_width;
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AddInternal(Line = new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.BarLine), _ => new Box
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{
RelativeSizeAxes = Axes.Both,
EdgeSmoothness = new Vector2(0.5f, 0),
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})
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Alpha = 0.75f,
});
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}
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protected override void UpdateHitStateTransforms(ArmedState state) => this.FadeOut(150);
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}
}