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synced 2026-05-28 06:09:55 +08:00
Flip the Y offset of skin judgement pieces on flipped scroll direction
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@@ -3,6 +3,7 @@
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using System;
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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.Containers;
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using osu.Framework.Graphics.Shapes;
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@@ -12,6 +13,7 @@ using osu.Game.Graphics;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.UI.Scrolling;
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using osuTK;
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using osuTK.Graphics;
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@@ -26,18 +28,22 @@ namespace osu.Game.Rulesets.Mania.Skinning.Argon
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[Resolved]
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private OsuColour colours { get; set; } = null!;
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private IBindable<ScrollingDirection> direction = null!;
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public ArgonJudgementPiece(HitResult result)
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: base(result)
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{
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AutoSizeAxes = Axes.Both;
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Origin = Anchor.Centre;
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Y = judgement_y_position;
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}
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[BackgroundDependencyLoader]
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private void load()
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private void load(IScrollingInfo scrollingInfo)
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{
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direction = scrollingInfo.Direction.GetBoundCopy();
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direction.BindValueChanged(_ => onDirectionChanged(), true);
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if (Result.IsHit())
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{
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AddInternal(ringExplosion = new RingExplosion(Result)
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@@ -47,6 +53,8 @@ namespace osu.Game.Rulesets.Mania.Skinning.Argon
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}
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}
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private void onDirectionChanged() => Y = direction.Value == ScrollingDirection.Up ? -judgement_y_position : judgement_y_position;
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protected override SpriteText CreateJudgementText() =>
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new OsuSpriteText
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{
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@@ -78,7 +86,7 @@ namespace osu.Game.Rulesets.Mania.Skinning.Argon
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this.ScaleTo(1.6f);
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this.ScaleTo(1, 100, Easing.In);
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this.MoveToY(judgement_y_position);
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this.MoveToY(direction.Value == ScrollingDirection.Up ? -judgement_y_position : judgement_y_position);
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this.MoveToOffset(new Vector2(0, 100), 800, Easing.InQuint);
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this.RotateTo(0);
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@@ -2,12 +2,14 @@
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// See the LICENCE file in the repository root for full licence text.
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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.Animations;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Utils;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.UI.Scrolling;
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using osu.Game.Skinning;
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namespace osu.Game.Rulesets.Mania.Skinning.Legacy
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@@ -28,14 +30,16 @@ namespace osu.Game.Rulesets.Mania.Skinning.Legacy
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AutoSizeAxes = Axes.Both;
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}
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[BackgroundDependencyLoader]
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private void load(ISkinSource skin)
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{
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float hitPosition = skin.GetManiaSkinConfig<float>(LegacyManiaSkinConfigurationLookups.HitPosition)?.Value ?? 0;
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float scorePosition = skin.GetManiaSkinConfig<float>(LegacyManiaSkinConfigurationLookups.ScorePosition)?.Value ?? 0;
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private IBindable<ScrollingDirection> direction = null!;
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float absoluteHitPosition = 480f * LegacyManiaSkinConfiguration.POSITION_SCALE_FACTOR - hitPosition;
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Y = scorePosition - absoluteHitPosition;
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[Resolved]
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private ISkinSource skin { get; set; } = null!;
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[BackgroundDependencyLoader]
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private void load(IScrollingInfo scrollingInfo)
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{
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direction = scrollingInfo.Direction.GetBoundCopy();
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direction.BindValueChanged(_ => onDirectionChanged(), true);
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InternalChild = animation.With(d =>
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{
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@@ -44,6 +48,17 @@ namespace osu.Game.Rulesets.Mania.Skinning.Legacy
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});
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}
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private void onDirectionChanged()
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{
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float hitPosition = skin.GetManiaSkinConfig<float>(LegacyManiaSkinConfigurationLookups.HitPosition)?.Value ?? 0;
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float scorePosition = skin.GetManiaSkinConfig<float>(LegacyManiaSkinConfigurationLookups.ScorePosition)?.Value ?? 0;
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float absoluteHitPosition = 480f * LegacyManiaSkinConfiguration.POSITION_SCALE_FACTOR - hitPosition;
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float finalPosition = scorePosition - absoluteHitPosition;
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Y = direction.Value == ScrollingDirection.Up ? -finalPosition : finalPosition;
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}
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public void PlayAnimation()
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{
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(animation as IFramedAnimation)?.GotoFrame(0);
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@@ -0,0 +1,75 @@
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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.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.UI.Scrolling;
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using osuTK;
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namespace osu.Game.Rulesets.Mania.UI
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{
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public partial class DefaultManiaJudgementPiece : DefaultJudgementPiece
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{
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private const float judgement_y_position = -180f;
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private IBindable<ScrollingDirection> direction = null!;
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public DefaultManiaJudgementPiece(HitResult result)
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: base(result)
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{
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}
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[BackgroundDependencyLoader]
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private void load(IScrollingInfo scrollingInfo)
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{
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direction = scrollingInfo.Direction.GetBoundCopy();
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direction.BindValueChanged(_ => onDirectionChanged(), true);
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}
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private void onDirectionChanged() => Y = direction.Value == ScrollingDirection.Up ? -judgement_y_position : judgement_y_position;
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protected override void LoadComplete()
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{
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base.LoadComplete();
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JudgementText.Font = JudgementText.Font.With(size: 25);
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}
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public override void PlayAnimation()
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{
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switch (Result)
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{
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case HitResult.None:
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this.FadeOutFromOne(800);
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break;
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case HitResult.Miss:
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this.ScaleTo(1.6f);
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this.ScaleTo(1, 100, Easing.In);
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this.MoveToY(direction.Value == ScrollingDirection.Up ? -judgement_y_position : judgement_y_position);
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this.MoveToOffset(new Vector2(0, 100), 800, Easing.InQuint);
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this.RotateTo(0);
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this.RotateTo(40, 800, Easing.InQuint);
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this.FadeOutFromOne(800);
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break;
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default:
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this.ScaleTo(0.8f);
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this.ScaleTo(1, 250, Easing.OutElastic);
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this.Delay(50)
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.ScaleTo(0.75f, 250)
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.FadeOut(200);
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// osu!mania uses a custom fade length, so the base call is intentionally omitted.
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break;
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}
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}
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}
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}
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