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Merge pull request #17200 from hongaaronc/master
Add basic touch support for osu!taiko
This commit is contained in:
commit
27ec8f3ae6
@ -23,13 +23,29 @@ namespace osu.Game.Rulesets.Taiko.Tests
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protected DrawableTaikoRuleset DrawableRuleset { get; private set; }
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protected Container PlayfieldContainer { get; private set; }
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private ControlPointInfo controlPointInfo { get; set; }
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[BackgroundDependencyLoader]
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private void load()
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{
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var controlPointInfo = new ControlPointInfo();
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controlPointInfo = new ControlPointInfo();
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controlPointInfo.Add(0, new TimingControlPoint());
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IWorkingBeatmap beatmap = CreateWorkingBeatmap(new Beatmap
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IWorkingBeatmap beatmap = CreateWorkingBeatmap(CreateBeatmap(new TaikoRuleset().RulesetInfo));
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Add(PlayfieldContainer = new Container
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{
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Anchor = Anchor.TopCentre,
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Origin = Anchor.TopCentre,
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RelativeSizeAxes = Axes.X,
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Height = DEFAULT_PLAYFIELD_CONTAINER_HEIGHT,
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Children = new[] { DrawableRuleset = new DrawableTaikoRuleset(new TaikoRuleset(), beatmap.GetPlayableBeatmap(beatmap.BeatmapInfo.Ruleset)) }
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});
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}
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protected override IBeatmap CreateBeatmap(RulesetInfo ruleset)
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{
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return new Beatmap
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{
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HitObjects = new List<HitObject> { new Hit { Type = HitType.Centre } },
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BeatmapInfo = new BeatmapInfo
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@ -41,19 +57,10 @@ namespace osu.Game.Rulesets.Taiko.Tests
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Title = @"Sample Beatmap",
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Author = { Username = @"peppy" },
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},
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Ruleset = new TaikoRuleset().RulesetInfo
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Ruleset = ruleset
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},
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ControlPointInfo = controlPointInfo
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});
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Add(PlayfieldContainer = new Container
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{
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Anchor = Anchor.TopCentre,
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Origin = Anchor.TopCentre,
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RelativeSizeAxes = Axes.X,
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Height = DEFAULT_PLAYFIELD_CONTAINER_HEIGHT,
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Children = new[] { DrawableRuleset = new DrawableTaikoRuleset(new TaikoRuleset(), beatmap.GetPlayableBeatmap(new TaikoRuleset().RulesetInfo)) }
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});
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};
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}
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}
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}
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@ -33,7 +33,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Size = new Vector2(200),
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Child = new InputDrum(playfield.HitObjectContainer)
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Child = new InputDrum()
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}
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});
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}
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49
osu.Game.Rulesets.Taiko.Tests/TestSceneDrumTouchInputArea.cs
Normal file
49
osu.Game.Rulesets.Taiko.Tests/TestSceneDrumTouchInputArea.cs
Normal file
@ -0,0 +1,49 @@
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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 NUnit.Framework;
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using osu.Framework.Graphics;
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using osu.Framework.Testing;
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using osu.Game.Rulesets.Taiko.UI;
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using osu.Game.Tests.Visual;
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namespace osu.Game.Rulesets.Taiko.Tests
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{
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[TestFixture]
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public class TestSceneDrumTouchInputArea : OsuTestScene
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{
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private DrumTouchInputArea drumTouchInputArea = null!;
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[SetUpSteps]
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public void SetUpSteps()
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{
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AddStep("create drum", () =>
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{
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Child = new TaikoInputManager(new TaikoRuleset().RulesetInfo)
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{
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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new InputDrum
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{
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Anchor = Anchor.TopCentre,
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Origin = Anchor.TopCentre,
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Height = 0.2f,
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},
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drumTouchInputArea = new DrumTouchInputArea
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{
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Anchor = Anchor.BottomCentre,
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Origin = Anchor.BottomCentre,
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},
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},
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};
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});
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}
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[Test]
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public void TestDrum()
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{
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AddStep("show drum", () => drumTouchInputArea.Show());
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}
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}
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}
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@ -10,8 +10,6 @@ using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.Taiko.UI;
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using osu.Game.Skinning;
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using osuTK;
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@ -115,9 +113,6 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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public readonly Sprite Rim;
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public readonly Sprite Centre;
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[Resolved]
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private DrumSampleTriggerSource sampleTriggerSource { get; set; }
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public LegacyHalfDrum(bool flipped)
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{
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Masking = true;
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@ -152,12 +147,10 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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if (e.Action == CentreAction)
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{
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target = Centre;
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sampleTriggerSource.Play(HitType.Centre);
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}
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else if (e.Action == RimAction)
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{
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target = Rim;
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sampleTriggerSource.Play(HitType.Rim);
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}
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if (target != null)
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@ -4,11 +4,13 @@
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#nullable disable
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using System.ComponentModel;
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using osu.Framework.Allocation;
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using osu.Framework.Input.Bindings;
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using osu.Game.Rulesets.UI;
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namespace osu.Game.Rulesets.Taiko
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{
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[Cached] // Used for touch input, see DrumTouchInputArea.
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public class TaikoInputManager : RulesetInputManager<TaikoAction>
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{
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public TaikoInputManager(RulesetInfo ruleset)
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@ -8,18 +8,18 @@ using System.Collections.Generic;
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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.Beatmaps;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.UI;
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using osu.Game.Rulesets.Taiko.Replays;
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using osu.Framework.Input;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Input.Handlers;
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using osu.Game.Replays;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.Taiko.Replays;
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using osu.Game.Rulesets.Timing;
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using osu.Game.Rulesets.UI;
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using osu.Game.Rulesets.UI.Scrolling;
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using osu.Game.Scoring;
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using osu.Game.Skinning;
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@ -56,6 +56,8 @@ namespace osu.Game.Rulesets.Taiko.UI
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RelativeSizeAxes = Axes.X,
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Depth = float.MaxValue
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});
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KeyBindingInputManager.Add(new DrumTouchInputArea());
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}
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protected override void UpdateAfterChildren()
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59
osu.Game.Rulesets.Taiko/UI/DrumSamplePlayer.cs
Normal file
59
osu.Game.Rulesets.Taiko/UI/DrumSamplePlayer.cs
Normal file
@ -0,0 +1,59 @@
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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.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.UI;
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namespace osu.Game.Rulesets.Taiko.UI
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{
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internal class DrumSamplePlayer : CompositeDrawable, IKeyBindingHandler<TaikoAction>
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{
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private readonly DrumSampleTriggerSource leftRimSampleTriggerSource;
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private readonly DrumSampleTriggerSource leftCentreSampleTriggerSource;
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private readonly DrumSampleTriggerSource rightCentreSampleTriggerSource;
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private readonly DrumSampleTriggerSource rightRimSampleTriggerSource;
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public DrumSamplePlayer(HitObjectContainer hitObjectContainer)
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{
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InternalChildren = new Drawable[]
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{
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leftRimSampleTriggerSource = new DrumSampleTriggerSource(hitObjectContainer),
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leftCentreSampleTriggerSource = new DrumSampleTriggerSource(hitObjectContainer),
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rightCentreSampleTriggerSource = new DrumSampleTriggerSource(hitObjectContainer),
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rightRimSampleTriggerSource = new DrumSampleTriggerSource(hitObjectContainer),
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};
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}
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public bool OnPressed(KeyBindingPressEvent<TaikoAction> e)
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{
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switch (e.Action)
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{
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case TaikoAction.LeftRim:
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leftRimSampleTriggerSource.Play(HitType.Rim);
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break;
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case TaikoAction.LeftCentre:
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leftCentreSampleTriggerSource.Play(HitType.Centre);
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break;
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case TaikoAction.RightCentre:
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rightCentreSampleTriggerSource.Play(HitType.Centre);
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break;
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case TaikoAction.RightRim:
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rightRimSampleTriggerSource.Play(HitType.Rim);
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break;
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}
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return false;
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}
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public void OnReleased(KeyBindingReleaseEvent<TaikoAction> e)
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{
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}
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}
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}
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243
osu.Game.Rulesets.Taiko/UI/DrumTouchInputArea.cs
Normal file
243
osu.Game.Rulesets.Taiko/UI/DrumTouchInputArea.cs
Normal file
@ -0,0 +1,243 @@
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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 System.Collections.Generic;
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using System.Diagnostics;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.Color4Extensions;
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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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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Game.Graphics;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Taiko.UI
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{
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/// <summary>
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/// An overlay that captures and displays osu!taiko mouse and touch input.
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/// </summary>
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public class DrumTouchInputArea : VisibilityContainer
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{
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// visibility state affects our child. we always want to handle input.
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public override bool PropagatePositionalInputSubTree => true;
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public override bool PropagateNonPositionalInputSubTree => true;
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private KeyBindingContainer<TaikoAction> keyBindingContainer = null!;
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private readonly Dictionary<object, TaikoAction> trackedActions = new Dictionary<object, TaikoAction>();
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private Container mainContent = null!;
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private QuarterCircle leftCentre = null!;
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private QuarterCircle rightCentre = null!;
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private QuarterCircle leftRim = null!;
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private QuarterCircle rightRim = null!;
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[BackgroundDependencyLoader]
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private void load(TaikoInputManager taikoInputManager, OsuColour colours)
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{
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Debug.Assert(taikoInputManager.KeyBindingContainer != null);
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keyBindingContainer = taikoInputManager.KeyBindingContainer;
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// Container should handle input everywhere.
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RelativeSizeAxes = Axes.Both;
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const float centre_region = 0.80f;
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Children = new Drawable[]
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{
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new Container
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{
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Anchor = Anchor.BottomCentre,
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Origin = Anchor.BottomCentre,
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RelativeSizeAxes = Axes.X,
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Height = 350,
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Y = 20,
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Masking = true,
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FillMode = FillMode.Fit,
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Children = new Drawable[]
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{
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mainContent = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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leftRim = new QuarterCircle(TaikoAction.LeftRim, colours.Blue)
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{
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Anchor = Anchor.BottomCentre,
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Origin = Anchor.BottomRight,
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X = -2,
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},
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rightRim = new QuarterCircle(TaikoAction.RightRim, colours.Blue)
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{
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Anchor = Anchor.BottomCentre,
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Origin = Anchor.BottomRight,
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X = 2,
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Rotation = 90,
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},
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leftCentre = new QuarterCircle(TaikoAction.LeftCentre, colours.Pink)
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{
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Anchor = Anchor.BottomCentre,
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Origin = Anchor.BottomRight,
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X = -2,
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Scale = new Vector2(centre_region),
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},
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rightCentre = new QuarterCircle(TaikoAction.RightCentre, colours.Pink)
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{
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Anchor = Anchor.BottomCentre,
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Origin = Anchor.BottomRight,
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X = 2,
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Scale = new Vector2(centre_region),
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Rotation = 90,
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}
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||||
}
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||||
},
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}
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},
|
||||
};
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}
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protected override bool OnKeyDown(KeyDownEvent e)
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{
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// Hide whenever the keyboard is used.
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Hide();
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return false;
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}
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protected override bool OnMouseDown(MouseDownEvent e)
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{
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if (!validMouse(e))
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return false;
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handleDown(e.Button, e.ScreenSpaceMousePosition);
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return true;
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}
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protected override void OnMouseUp(MouseUpEvent e)
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{
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if (!validMouse(e))
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return;
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handleUp(e.Button);
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base.OnMouseUp(e);
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}
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protected override bool OnTouchDown(TouchDownEvent e)
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{
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handleDown(e.Touch.Source, e.ScreenSpaceTouchDownPosition);
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return true;
|
||||
}
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|
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protected override void OnTouchUp(TouchUpEvent e)
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{
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handleUp(e.Touch.Source);
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base.OnTouchUp(e);
|
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}
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private void handleDown(object source, Vector2 position)
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{
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||||
Show();
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||||
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||||
TaikoAction taikoAction = getTaikoActionFromInput(position);
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// Not too sure how this can happen, but let's avoid throwing.
|
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if (trackedActions.ContainsKey(source))
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||||
return;
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||||
|
||||
trackedActions.Add(source, taikoAction);
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keyBindingContainer.TriggerPressed(taikoAction);
|
||||
}
|
||||
|
||||
private void handleUp(object source)
|
||||
{
|
||||
keyBindingContainer.TriggerReleased(trackedActions[source]);
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||||
trackedActions.Remove(source);
|
||||
}
|
||||
|
||||
private bool validMouse(MouseButtonEvent e) =>
|
||||
leftRim.Contains(e.ScreenSpaceMouseDownPosition) || rightRim.Contains(e.ScreenSpaceMouseDownPosition);
|
||||
|
||||
private TaikoAction getTaikoActionFromInput(Vector2 inputPosition)
|
||||
{
|
||||
bool centreHit = leftCentre.Contains(inputPosition) || rightCentre.Contains(inputPosition);
|
||||
bool leftSide = ToLocalSpace(inputPosition).X < DrawWidth / 2;
|
||||
|
||||
if (leftSide)
|
||||
return centreHit ? TaikoAction.LeftCentre : TaikoAction.LeftRim;
|
||||
|
||||
return centreHit ? TaikoAction.RightCentre : TaikoAction.RightRim;
|
||||
}
|
||||
|
||||
protected override void PopIn()
|
||||
{
|
||||
mainContent.FadeIn(500, Easing.OutQuint);
|
||||
}
|
||||
|
||||
protected override void PopOut()
|
||||
{
|
||||
mainContent.FadeOut(300);
|
||||
}
|
||||
|
||||
private class QuarterCircle : CompositeDrawable, IKeyBindingHandler<TaikoAction>
|
||||
{
|
||||
private readonly Circle overlay;
|
||||
|
||||
private readonly TaikoAction handledAction;
|
||||
|
||||
private readonly Circle circle;
|
||||
|
||||
public override bool Contains(Vector2 screenSpacePos) => circle.Contains(screenSpacePos);
|
||||
|
||||
public QuarterCircle(TaikoAction handledAction, Color4 colour)
|
||||
{
|
||||
this.handledAction = handledAction;
|
||||
RelativeSizeAxes = Axes.Both;
|
||||
|
||||
FillMode = FillMode.Fit;
|
||||
|
||||
InternalChildren = new Drawable[]
|
||||
{
|
||||
new Container
|
||||
{
|
||||
Masking = true,
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Children = new Drawable[]
|
||||
{
|
||||
circle = new Circle
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Colour = colour.Multiply(1.4f).Darken(2.8f),
|
||||
Alpha = 0.8f,
|
||||
Scale = new Vector2(2),
|
||||
},
|
||||
overlay = new Circle
|
||||
{
|
||||
Alpha = 0,
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Blending = BlendingParameters.Additive,
|
||||
Colour = colour,
|
||||
Scale = new Vector2(2),
|
||||
}
|
||||
}
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
public bool OnPressed(KeyBindingPressEvent<TaikoAction> e)
|
||||
{
|
||||
if (e.Action == handledAction)
|
||||
overlay.FadeTo(1f, 80, Easing.OutQuint);
|
||||
return false;
|
||||
}
|
||||
|
||||
public void OnReleased(KeyBindingReleaseEvent<TaikoAction> e)
|
||||
{
|
||||
if (e.Action == handledAction)
|
||||
overlay.FadeOut(1000, Easing.OutQuint);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -12,8 +12,6 @@ using osu.Framework.Graphics.Textures;
|
||||
using osu.Framework.Input.Bindings;
|
||||
using osu.Framework.Input.Events;
|
||||
using osu.Game.Graphics;
|
||||
using osu.Game.Rulesets.Taiko.Objects;
|
||||
using osu.Game.Rulesets.UI;
|
||||
using osu.Game.Screens.Ranking;
|
||||
using osu.Game.Skinning;
|
||||
using osuTK;
|
||||
@ -27,13 +25,8 @@ namespace osu.Game.Rulesets.Taiko.UI
|
||||
{
|
||||
private const float middle_split = 0.025f;
|
||||
|
||||
[Cached]
|
||||
private DrumSampleTriggerSource sampleTriggerSource;
|
||||
|
||||
public InputDrum(HitObjectContainer hitObjectContainer)
|
||||
public InputDrum()
|
||||
{
|
||||
sampleTriggerSource = new DrumSampleTriggerSource(hitObjectContainer);
|
||||
|
||||
AutoSizeAxes = Axes.X;
|
||||
RelativeSizeAxes = Axes.Y;
|
||||
}
|
||||
@ -48,7 +41,6 @@ namespace osu.Game.Rulesets.Taiko.UI
|
||||
RelativeSizeAxes = Axes.Y,
|
||||
AutoSizeAxes = Axes.X,
|
||||
},
|
||||
sampleTriggerSource
|
||||
};
|
||||
}
|
||||
|
||||
@ -116,9 +108,6 @@ namespace osu.Game.Rulesets.Taiko.UI
|
||||
private readonly Sprite centre;
|
||||
private readonly Sprite centreHit;
|
||||
|
||||
[Resolved]
|
||||
private DrumSampleTriggerSource sampleTriggerSource { get; set; }
|
||||
|
||||
public TaikoHalfDrum(bool flipped)
|
||||
{
|
||||
Masking = true;
|
||||
@ -179,15 +168,11 @@ namespace osu.Game.Rulesets.Taiko.UI
|
||||
{
|
||||
target = centreHit;
|
||||
back = centre;
|
||||
|
||||
sampleTriggerSource.Play(HitType.Centre);
|
||||
}
|
||||
else if (e.Action == RimAction)
|
||||
{
|
||||
target = rimHit;
|
||||
back = rim;
|
||||
|
||||
sampleTriggerSource.Play(HitType.Rim);
|
||||
}
|
||||
|
||||
if (target != null)
|
||||
|
@ -66,7 +66,7 @@ namespace osu.Game.Rulesets.Taiko.UI
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OsuColour colours)
|
||||
{
|
||||
inputDrum = new InputDrum(HitObjectContainer)
|
||||
inputDrum = new InputDrum
|
||||
{
|
||||
Anchor = Anchor.CentreLeft,
|
||||
Origin = Anchor.CentreLeft,
|
||||
@ -164,6 +164,7 @@ namespace osu.Game.Rulesets.Taiko.UI
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
},
|
||||
drumRollHitContainer.CreateProxy(),
|
||||
new DrumSamplePlayer(HitObjectContainer),
|
||||
// this is added at the end of the hierarchy to receive input before taiko objects.
|
||||
// but is proxied below everything to not cover visual effects such as hit explosions.
|
||||
inputDrum,
|
||||
|
Loading…
Reference in New Issue
Block a user