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Merge pull request #26634 from frenzibyte/fix-taiko-hit-position-v2

Change hit target position in osu!taiko to always match stable
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Dean Herbert 2024-01-26 18:14:35 +09:00 committed by GitHub
commit 1c22dbcb46
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GPG Key ID: B5690EEEBB952194
2 changed files with 5 additions and 12 deletions

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@ -16,9 +16,6 @@ namespace osu.Game.Rulesets.Taiko.Mods
{ {
var drawableTaikoRuleset = (DrawableTaikoRuleset)drawableRuleset; var drawableTaikoRuleset = (DrawableTaikoRuleset)drawableRuleset;
drawableTaikoRuleset.LockPlayfieldAspectRange.Value = false; drawableTaikoRuleset.LockPlayfieldAspectRange.Value = false;
var playfield = (TaikoPlayfield)drawableRuleset.Playfield;
playfield.ClassicHitTargetPosition.Value = true;
} }
public void ApplyToDrawableHitObject(DrawableHitObject drawable) public void ApplyToDrawableHitObject(DrawableHitObject drawable)

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@ -5,7 +5,6 @@ using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using osu.Framework.Allocation; using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics; using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Primitives; using osu.Framework.Graphics.Primitives;
@ -33,11 +32,6 @@ namespace osu.Game.Rulesets.Taiko.UI
public const float INPUT_DRUM_WIDTH = 180f; public const float INPUT_DRUM_WIDTH = 180f;
/// <summary>
/// Whether the hit target should be nudged further towards the left area, matching the stable "classic" position.
/// </summary>
public Bindable<bool> ClassicHitTargetPosition = new BindableBool();
public Container UnderlayElements { get; private set; } = null!; public Container UnderlayElements { get; private set; } = null!;
private Container<HitExplosion> hitExplosionContainer = null!; private Container<HitExplosion> hitExplosionContainer = null!;
@ -62,6 +56,7 @@ namespace osu.Game.Rulesets.Taiko.UI
private void load(OsuColour colours) private void load(OsuColour colours)
{ {
const float hit_target_width = BASE_HEIGHT; const float hit_target_width = BASE_HEIGHT;
const float hit_target_offset = -24f;
inputDrum = new InputDrum inputDrum = new InputDrum
{ {
@ -106,6 +101,7 @@ namespace osu.Game.Rulesets.Taiko.UI
Name = "Elements behind hit objects", Name = "Elements behind hit objects",
RelativeSizeAxes = Axes.Y, RelativeSizeAxes = Axes.Y,
Width = hit_target_width, Width = hit_target_width,
X = hit_target_offset,
Children = new[] Children = new[]
{ {
new SkinnableDrawable(new TaikoSkinComponentLookup(TaikoSkinComponents.KiaiGlow), _ => Empty()) new SkinnableDrawable(new TaikoSkinComponentLookup(TaikoSkinComponents.KiaiGlow), _ => Empty())
@ -126,7 +122,7 @@ namespace osu.Game.Rulesets.Taiko.UI
{ {
Name = "Bar line content", Name = "Bar line content",
RelativeSizeAxes = Axes.Both, RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding { Left = hit_target_width / 2 }, Padding = new MarginPadding { Left = hit_target_width / 2 + hit_target_offset },
Children = new Drawable[] Children = new Drawable[]
{ {
UnderlayElements = new Container UnderlayElements = new Container
@ -140,7 +136,7 @@ namespace osu.Game.Rulesets.Taiko.UI
{ {
Name = "Masked hit objects content", Name = "Masked hit objects content",
RelativeSizeAxes = Axes.Both, RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding { Left = hit_target_width / 2 }, Padding = new MarginPadding { Left = hit_target_width / 2 + hit_target_offset },
Masking = true, Masking = true,
Child = HitObjectContainer, Child = HitObjectContainer,
}, },
@ -148,7 +144,7 @@ namespace osu.Game.Rulesets.Taiko.UI
{ {
Name = "Overlay content", Name = "Overlay content",
RelativeSizeAxes = Axes.Both, RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding { Left = hit_target_width / 2 }, Padding = new MarginPadding { Left = hit_target_width / 2 + hit_target_offset },
Children = new Drawable[] Children = new Drawable[]
{ {
drumRollHitContainer = new DrumRollHitContainer(), drumRollHitContainer = new DrumRollHitContainer(),