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Update remaining usages of playfield height
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@ -63,7 +63,7 @@ namespace osu.Game.Rulesets.Taiko.Mods
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/// </param>
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private Vector2 adjustSizeForPlayfieldAspectRatio(float size)
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{
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return new Vector2(0, size * taikoPlayfield.DrawHeight / TaikoPlayfield.BASE_HEIGHT);
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return new Vector2(0, size * taikoPlayfield.Parent!.Scale.Y);
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}
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protected override void UpdateFlashlightSize(float size)
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@ -5,7 +5,6 @@ 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.Game.Rulesets.Taiko.UI;
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using osu.Game.Skinning;
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using osuTK;
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@ -13,14 +12,12 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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{
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public partial class TaikoLegacyHitTarget : CompositeDrawable
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{
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private Container content = null!;
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[BackgroundDependencyLoader]
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private void load(ISkinSource skin)
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{
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RelativeSizeAxes = Axes.Both;
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InternalChild = content = new Container
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InternalChild = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Anchor = Anchor.Centre,
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@ -46,14 +43,5 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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}
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};
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}
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protected override void Update()
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{
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base.Update();
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// Relying on RelativeSizeAxes.Both + FillMode.Fit doesn't work due to the precise pixel layout requirements.
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// This is a bit ugly but makes the non-legacy implementations a lot cleaner to implement.
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content.Scale = new Vector2(DrawHeight / TaikoPlayfield.BASE_HEIGHT);
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}
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}
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}
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