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https://github.com/ppy/osu.git
synced 2025-01-14 02:13:21 +08:00
Resolve merge conflicts
This commit is contained in:
commit
18431a42e6
@ -247,10 +247,6 @@ namespace osu.Game.Rulesets.Taiko.Tests
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: base(hitObject)
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{
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}
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protected override void UpdateState(ArmedState state)
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{
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}
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}
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}
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}
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@ -53,9 +53,5 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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Alpha = 0.75f
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});
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}
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protected override void UpdateState(ArmedState state)
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{
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}
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}
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}
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@ -88,13 +88,13 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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ApplyResult(r => r.Type = HitResult.Miss);
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}
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protected override void UpdateState(ArmedState state)
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protected override void UpdateStateTransforms(ArmedState state)
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{
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switch (state)
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{
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case ArmedState.Hit:
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case ArmedState.Miss:
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this.FadeOut(100).Expire();
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this.Delay(HitObject.Duration).FadeOut(100).Expire();
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break;
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}
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}
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@ -39,7 +39,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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ApplyResult(r => r.Type = HitResult.Great);
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}
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protected override void UpdateState(ArmedState state)
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protected override void UpdateStateTransforms(ArmedState state)
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{
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switch (state)
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{
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@ -92,56 +92,42 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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Size = BaseSize * Parent.RelativeChildSize;
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}
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protected override void UpdateState(ArmedState state)
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protected override void UpdateStateTransforms(ArmedState state)
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{
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// TODO: update to use new state management.
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var circlePiece = MainPiece as CirclePiece;
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circlePiece?.FlashBox.FinishTransforms();
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var offset = !AllJudged ? 0 : Time.Current - HitObject.StartTime;
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using (BeginDelayedSequence(HitObject.StartTime - Time.Current + offset, true))
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switch (state)
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{
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switch (State.Value)
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{
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case ArmedState.Idle:
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validActionPressed = false;
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case ArmedState.Idle:
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validActionPressed = false;
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UnproxyContent();
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this.Delay(HitObject.HitWindows.HalfWindowFor(HitResult.Miss)).Expire();
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break;
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UnproxyContent();
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this.Delay(HitObject.HitWindows.HalfWindowFor(HitResult.Miss)).Expire();
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break;
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case ArmedState.Miss:
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this.FadeOut(100)
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.Expire();
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break;
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case ArmedState.Miss:
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this.FadeOut(100)
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.Expire();
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break;
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case ArmedState.Hit:
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// If we're far enough away from the left stage, we should bring outselves in front of it
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ProxyContent();
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case ArmedState.Hit:
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// If we're far enough away from the left stage, we should bring outselves in front of it
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ProxyContent();
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var flash = circlePiece?.FlashBox;
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var flash = (MainPiece as CirclePiece)?.FlashBox;
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flash?.FadeTo(0.9f).FadeOut(300);
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if (flash != null)
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{
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flash.FadeTo(0.9f);
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flash.FadeOut(300);
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}
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const float gravity_time = 300;
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const float gravity_travel_height = 200;
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const float gravity_time = 300;
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const float gravity_travel_height = 200;
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this.ScaleTo(0.8f, gravity_time * 2, Easing.OutQuad);
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this.ScaleTo(0.8f, gravity_time * 2, Easing.OutQuad);
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this.MoveToY(-gravity_travel_height, gravity_time, Easing.Out)
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.Then()
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.MoveToY(gravity_travel_height * 2, gravity_time * 2, Easing.In);
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this.MoveToY(-gravity_travel_height, gravity_time, Easing.Out)
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.Then()
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.MoveToY(gravity_travel_height * 2, gravity_time * 2, Easing.In);
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this.FadeOut(800)
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.Expire();
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this.FadeOut(800)
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.Expire();
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break;
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}
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break;
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}
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}
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@ -18,9 +18,5 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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MainObject = mainObject;
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}
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protected override void UpdateState(ArmedState state)
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{
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}
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}
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}
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@ -25,6 +25,11 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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private const float target_ring_scale = 5f;
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private const float inner_ring_alpha = 0.65f;
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/// <summary>
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/// Offset away from the start time of the swell at which the ring starts appearing.
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/// </summary>
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private const double ring_appear_offset = 100;
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private readonly List<DrawableSwellTick> ticks = new List<DrawableSwellTick>();
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private readonly Container bodyContainer;
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@ -179,26 +184,34 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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}
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}
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protected override void UpdateState(ArmedState state)
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protected override void UpdateInitialTransforms()
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{
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const float preempt = 100;
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const float out_transition_time = 300;
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base.UpdateInitialTransforms();
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using (BeginAbsoluteSequence(HitObject.StartTime - ring_appear_offset, true))
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targetRing.ScaleTo(target_ring_scale, 400, Easing.OutQuint);
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}
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protected override void UpdateStateTransforms(ArmedState state)
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{
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const double transition_duration = 300;
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switch (state)
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{
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case ArmedState.Idle:
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UnproxyContent();
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expandingRing.FadeTo(0);
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using (BeginAbsoluteSequence(HitObject.StartTime - preempt, true))
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targetRing.ScaleTo(target_ring_scale, preempt * 4, Easing.OutQuint);
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break;
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case ArmedState.Miss:
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case ArmedState.Hit:
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this.FadeOut(out_transition_time, Easing.Out);
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bodyContainer.ScaleTo(1.4f, out_transition_time);
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using (BeginAbsoluteSequence(Time.Current, true))
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{
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this.FadeOut(transition_duration, Easing.Out);
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bodyContainer.ScaleTo(1.4f, transition_duration);
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Expire();
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}
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Expire();
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break;
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}
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}
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@ -212,9 +225,10 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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// Make the swell stop at the hit target
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X = Math.Max(0, X);
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double t = Math.Min(HitObject.StartTime, Time.Current);
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if (t == HitObject.StartTime)
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if (Time.Current >= HitObject.StartTime - ring_appear_offset)
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ProxyContent();
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else
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UnproxyContent();
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}
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private bool? lastWasCentre;
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@ -1,7 +1,6 @@
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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.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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@ -21,10 +20,6 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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}
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protected override void UpdateState(ArmedState state)
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{
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}
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public override bool OnPressed(TaikoAction action) => false;
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}
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}
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@ -78,10 +78,31 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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public abstract bool OnPressed(TaikoAction action);
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public virtual bool OnReleased(TaikoAction action) => false;
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protected override void UpdateInitialTransforms() => this.FadeIn();
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public override double LifetimeStart
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{
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get => base.LifetimeStart;
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set
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{
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base.LifetimeStart = value;
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proxiedContent.LifetimeStart = value;
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}
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}
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public override double LifetimeEnd
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{
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get => base.LifetimeEnd;
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set
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{
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base.LifetimeEnd = value;
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proxiedContent.LifetimeEnd = value;
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}
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}
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private class ProxiedContentContainer : Container
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{
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public override double LifetimeStart => Parent?.LifetimeStart ?? base.LifetimeStart;
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public override double LifetimeEnd => Parent?.LifetimeEnd ?? base.LifetimeEnd;
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public override bool RemoveWhenNotAlive => false;
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}
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}
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@ -121,8 +142,6 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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}
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}
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protected override bool UseTransformStateManagement => false;
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// Normal and clap samples are handled by the drum
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protected override IEnumerable<HitSampleInfo> GetSamples() => HitObject.Samples.Where(s => s.Name != HitSampleInfo.HIT_NORMAL && s.Name != HitSampleInfo.HIT_CLAP);
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@ -200,10 +200,6 @@ namespace osu.Game.Tests.Visual.Gameplay
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break;
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}
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}
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protected override void UpdateState(ArmedState state)
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{
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}
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}
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private class TestDrawableHitObject : DrawableHitObject<HitObject>
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@ -216,10 +212,6 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddInternal(new Box { Size = new Vector2(75) });
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}
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protected override void UpdateState(ArmedState state)
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{
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}
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}
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}
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}
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@ -132,6 +132,8 @@ namespace osu.Game.Rulesets.Objects.Drawables
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/// </summary>
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public event Action<DrawableHitObject, ArmedState> ApplyCustomUpdateState;
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#pragma warning disable 618 // (legacy state management) - can be removed 20200227
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/// <summary>
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/// Enables automatic transform management of this hitobject. Implementation of transforms should be done in <see cref="UpdateInitialTransforms"/> and <see cref="UpdateStateTransforms"/> only. Rewinding and removing previous states is done automatically.
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/// </summary>
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@ -139,6 +141,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
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/// Going forward, this is the preferred way of implementing <see cref="DrawableHitObject"/>s. Previous functionality
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/// is offered as a compatibility layer until all rulesets have been migrated across.
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/// </remarks>
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[Obsolete("Use UpdateInitialTransforms()/UpdateStateTransforms() instead")] // can be removed 20200227
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protected virtual bool UseTransformStateManagement => true;
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protected override void ClearInternal(bool disposeChildren = true) => throw new InvalidOperationException($"Should never clear a {nameof(DrawableHitObject)}");
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@ -219,10 +222,13 @@ namespace osu.Game.Rulesets.Objects.Drawables
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/// Should generally not be used when <see cref="UseTransformStateManagement"/> is true; use <see cref="UpdateStateTransforms"/> instead.
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/// </summary>
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/// <param name="state">The new armed state.</param>
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[Obsolete("Use UpdateInitialTransforms()/UpdateStateTransforms() instead")] // can be removed 20200227
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protected virtual void UpdateState(ArmedState state)
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{
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}
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#pragma warning restore 618
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#endregion
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protected override void SkinChanged(ISkinSource skin, bool allowFallback)
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@ -156,16 +156,55 @@ namespace osu.Game.Skinning
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// Spacing value was reverse-engineered from the ratio of the rendered sprite size in the visual inspector vs the actual texture size
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Spacing = new Vector2(-Configuration.HitCircleOverlap * 0.89f, 0)
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};
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default:
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string lastPiece = componentName.Split('/').Last();
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componentName = componentName.StartsWith("Gameplay/taiko/") ? "taiko-" + lastPiece : lastPiece;
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break;
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}
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return getAnimation(componentName, animatable, looping);
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}
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public override Texture GetTexture(string componentName)
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{
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componentName = getFallbackName(componentName);
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float ratio = 2;
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var texture = Textures.Get($"{componentName}@2x");
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if (texture == null)
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{
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ratio = 1;
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texture = Textures.Get(componentName);
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}
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if (texture != null)
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texture.ScaleAdjust = ratio;
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return texture;
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}
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public override SampleChannel GetSample(ISampleInfo sampleInfo)
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{
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foreach (var lookup in sampleInfo.LookupNames)
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{
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var sample = Samples.Get(getFallbackName(lookup));
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if (sample != null)
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return sample;
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}
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if (sampleInfo is HitSampleInfo hsi)
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// Try fallback to non-bank samples.
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return Samples.Get(hsi.Name);
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return null;
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}
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private bool hasFont(string fontName) => GetTexture($"{fontName}-0") != null;
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private string getFallbackName(string componentName)
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{
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string lastPiece = componentName.Split('/').Last();
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return componentName.StartsWith("Gameplay/taiko/") ? "taiko-" + lastPiece : lastPiece;
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}
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private Drawable getAnimation(string componentName, bool animatable, bool looping, string animationSeparator = "-")
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{
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Texture texture;
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@ -201,42 +240,6 @@ namespace osu.Game.Skinning
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return null;
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}
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public override Texture GetTexture(string componentName)
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{
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float ratio = 2;
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var texture = Textures.Get($"{componentName}@2x");
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if (texture == null)
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{
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ratio = 1;
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texture = Textures.Get(componentName);
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}
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if (texture != null)
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texture.ScaleAdjust = ratio;
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return texture;
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}
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public override SampleChannel GetSample(ISampleInfo sampleInfo)
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{
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foreach (var lookup in sampleInfo.LookupNames)
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{
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var sample = Samples.Get(lookup);
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if (sample != null)
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return sample;
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}
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if (sampleInfo is HitSampleInfo hsi)
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// Try fallback to non-bank samples.
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return Samples.Get(hsi.Name);
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return null;
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}
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private bool hasFont(string fontName) => GetTexture($"{fontName}-0") != null;
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protected class LegacySkinResourceStore<T> : IResourceStore<byte[]>
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where T : INamedFileInfo
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{
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