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Make drumroll body colour depending on completion.
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commit
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@ -13,6 +13,8 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
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{
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private readonly DrumRoll drumRoll;
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private readonly DrumRollCirclePiece circle;
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public DrawableDrumRoll(DrumRoll drumRoll)
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: base(drumRoll)
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{
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@ -21,7 +23,7 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
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RelativeSizeAxes = Axes.X;
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Width = (float)(drumRoll.Duration / drumRoll.PreEmpt);
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Add(new DrumRollCirclePiece(CreateCirclePiece()));
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Add(circle = new DrumRollCirclePiece(CreateCirclePiece()));
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foreach (var tick in drumRoll.Ticks)
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{
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@ -30,11 +32,19 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
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X = (float)((tick.StartTime - HitObject.StartTime) / drumRoll.Duration)
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};
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newTick.OnJudgement += onTickJudgement;
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AddNested(newTick);
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Add(newTick);
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}
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}
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private void onTickJudgement(DrawableHitObject<TaikoHitObject, TaikoJudgement> obj)
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{
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int countHit = NestedHitObjects.Count(o => o.Judgement.Result == HitResult.Hit);
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circle.Completion = (float)countHit / NestedHitObjects.Count();
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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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@ -36,9 +36,7 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable.Pieces
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accentColour = value;
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innerBackground.Colour = AccentColour;
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triangles.ColourLight = AccentColour;
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triangles.ColourDark = AccentColour.Darken(0.1f);
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triangles.Colour = AccentColour;
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resetEdgeEffects();
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}
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@ -107,6 +105,8 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable.Pieces
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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ColourLight = Color4.White,
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ColourDark = Color4.White.Darken(0.1f)
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}
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}
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},
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@ -1,9 +1,12 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using OpenTK;
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using OpenTK.Graphics;
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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.MathUtils;
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using osu.Game.Graphics;
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namespace osu.Game.Modes.Taiko.Objects.Drawable.Pieces
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@ -13,8 +16,30 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable.Pieces
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/// </summary>
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public class DrumRollCirclePiece : Container
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{
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private float completion;
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/// <summary>
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/// The amount of the drumroll that has been completed, as a percentage of the number
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/// of ticks in the drumroll. This determines the internal colour of the drumroll.
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/// </summary>
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public float Completion
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{
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get { return completion; }
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set
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{
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completion = MathHelper.Clamp(value, 0, 1);
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if (!IsLoaded)
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return;
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circle.AccentColour = Interpolation.ValueAt(completion, baseColour, finalColour, 0, 1);
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}
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}
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private readonly CirclePiece circle;
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private Color4 baseColour;
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private Color4 finalColour;
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public DrumRollCirclePiece(CirclePiece piece)
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{
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RelativeSizeAxes = Axes.X;
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@ -25,7 +50,8 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable.Pieces
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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circle.AccentColour = colours.YellowDark;
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circle.AccentColour = baseColour = colours.YellowDark;
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finalColour = colours.YellowDarker;
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}
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}
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}
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