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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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commit
1c22dbcb46
@ -16,9 +16,6 @@ namespace osu.Game.Rulesets.Taiko.Mods
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{
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{
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var drawableTaikoRuleset = (DrawableTaikoRuleset)drawableRuleset;
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var drawableTaikoRuleset = (DrawableTaikoRuleset)drawableRuleset;
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drawableTaikoRuleset.LockPlayfieldAspectRange.Value = false;
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drawableTaikoRuleset.LockPlayfieldAspectRange.Value = false;
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var playfield = (TaikoPlayfield)drawableRuleset.Playfield;
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playfield.ClassicHitTargetPosition.Value = true;
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}
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}
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public void ApplyToDrawableHitObject(DrawableHitObject drawable)
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public void ApplyToDrawableHitObject(DrawableHitObject drawable)
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@ -5,7 +5,6 @@ using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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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.Containers;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.Primitives;
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@ -33,11 +32,6 @@ namespace osu.Game.Rulesets.Taiko.UI
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public const float INPUT_DRUM_WIDTH = 180f;
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public const float INPUT_DRUM_WIDTH = 180f;
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/// <summary>
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/// Whether the hit target should be nudged further towards the left area, matching the stable "classic" position.
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/// </summary>
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public Bindable<bool> ClassicHitTargetPosition = new BindableBool();
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public Container UnderlayElements { get; private set; } = null!;
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public Container UnderlayElements { get; private set; } = null!;
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private Container<HitExplosion> hitExplosionContainer = null!;
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private Container<HitExplosion> hitExplosionContainer = null!;
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@ -62,6 +56,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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private void load(OsuColour colours)
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private void load(OsuColour colours)
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{
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{
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const float hit_target_width = BASE_HEIGHT;
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const float hit_target_width = BASE_HEIGHT;
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const float hit_target_offset = -24f;
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inputDrum = new InputDrum
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inputDrum = new InputDrum
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{
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{
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@ -106,6 +101,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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Name = "Elements behind hit objects",
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Name = "Elements behind hit objects",
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RelativeSizeAxes = Axes.Y,
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RelativeSizeAxes = Axes.Y,
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Width = hit_target_width,
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Width = hit_target_width,
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X = hit_target_offset,
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Children = new[]
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Children = new[]
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{
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{
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new SkinnableDrawable(new TaikoSkinComponentLookup(TaikoSkinComponents.KiaiGlow), _ => Empty())
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new SkinnableDrawable(new TaikoSkinComponentLookup(TaikoSkinComponents.KiaiGlow), _ => Empty())
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@ -126,7 +122,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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{
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{
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Name = "Bar line content",
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Name = "Bar line content",
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RelativeSizeAxes = Axes.Both,
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding { Left = hit_target_width / 2 },
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Padding = new MarginPadding { Left = hit_target_width / 2 + hit_target_offset },
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Children = new Drawable[]
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Children = new Drawable[]
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{
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{
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UnderlayElements = new Container
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UnderlayElements = new Container
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@ -140,7 +136,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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{
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{
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Name = "Masked hit objects content",
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Name = "Masked hit objects content",
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RelativeSizeAxes = Axes.Both,
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding { Left = hit_target_width / 2 },
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Padding = new MarginPadding { Left = hit_target_width / 2 + hit_target_offset },
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Masking = true,
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Masking = true,
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Child = HitObjectContainer,
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Child = HitObjectContainer,
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},
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},
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@ -148,7 +144,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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{
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{
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Name = "Overlay content",
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Name = "Overlay content",
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RelativeSizeAxes = Axes.Both,
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding { Left = hit_target_width / 2 },
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Padding = new MarginPadding { Left = hit_target_width / 2 + hit_target_offset },
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Children = new Drawable[]
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Children = new Drawable[]
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{
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{
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drumRollHitContainer = new DrumRollHitContainer(),
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drumRollHitContainer = new DrumRollHitContainer(),
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