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Use AccentColour everywhere in drawable osu! hit objects.
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@ -44,11 +44,8 @@ namespace osu.Game.Modes.Osu.Beatmaps
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{
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StartTime = original.StartTime,
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Sample = original.Sample,
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CurveObject = curveData,
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Position = positionData?.Position ?? Vector2.Zero,
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NewCombo = comboData?.NewCombo ?? false
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};
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}
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@ -60,7 +57,6 @@ namespace osu.Game.Modes.Osu.Beatmaps
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StartTime = original.StartTime,
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Sample = original.Sample,
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Position = new Vector2(512, 384) / 2,
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EndTime = endTimeData.EndTime
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};
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}
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@ -69,9 +65,7 @@ namespace osu.Game.Modes.Osu.Beatmaps
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{
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StartTime = original.StartTime,
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Sample = original.Sample,
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Position = positionData?.Position ?? Vector2.Zero,
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NewCombo = comboData?.NewCombo ?? false
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};
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}
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@ -13,8 +13,6 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
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{
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public class DrawableHitCircle : DrawableOsuHitObject, IDrawableHitObjectWithProxiedApproach
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{
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private readonly OsuHitObject osuObject;
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public ApproachCircle ApproachCircle;
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private readonly CirclePiece circle;
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private readonly RingPiece ring;
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@ -27,20 +25,18 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
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{
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Origin = Anchor.Centre;
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osuObject = h;
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Position = osuObject.StackedPosition;
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Scale = new Vector2(osuObject.Scale);
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Position = HitObject.StackedPosition;
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Scale = new Vector2(HitObject.Scale);
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Children = new Drawable[]
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{
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glow = new GlowPiece
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{
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Colour = osuObject.ComboColour
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Colour = AccentColour
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},
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circle = new CirclePiece
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{
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Colour = osuObject.ComboColour,
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Colour = AccentColour,
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Hit = () =>
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{
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if (Judgement.Result.HasValue) return false;
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@ -58,11 +54,11 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
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flash = new FlashPiece(),
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explode = new ExplodePiece
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{
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Colour = osuObject.ComboColour,
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Colour = AccentColour,
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},
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ApproachCircle = new ApproachCircle
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{
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Colour = osuObject.ComboColour,
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Colour = AccentColour,
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}
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};
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@ -115,8 +111,8 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
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ApproachCircle.FadeOut();
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double endTime = (osuObject as IHasEndTime)?.EndTime ?? osuObject.StartTime;
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double duration = endTime - osuObject.StartTime;
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double endTime = (HitObject as IHasEndTime)?.EndTime ?? HitObject.StartTime;
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double duration = endTime - HitObject.StartTime;
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glow.Delay(duration);
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glow.FadeOut(400);
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@ -13,9 +13,10 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
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public const float TIME_FADEIN = 400;
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public const float TIME_FADEOUT = 500;
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public DrawableOsuHitObject(OsuHitObject hitObject)
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protected DrawableOsuHitObject(OsuHitObject hitObject)
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: base(hitObject)
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{
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AccentColour = HitObject.ComboColour;
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}
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protected override OsuJudgementInfo CreateJudgementInfo() => new OsuJudgementInfo { MaxScore = OsuScoreResult.Hit300 };
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@ -56,6 +56,7 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
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ball = new SliderBall(s)
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{
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Scale = new Vector2(s.Scale),
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AccentColour = AccentColour
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},
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initialCircle = new DrawableHitCircle(new HitCircle
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{
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@ -48,7 +48,7 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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Colour = sliderTick.ComboColour,
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Colour = AccentColour,
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Alpha = 0.3f,
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}
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};
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@ -48,7 +48,7 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
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Alpha = 0,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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DiscColour = s.ComboColour
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DiscColour = AccentColour
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},
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circleContainer = new Container
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{
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@ -12,10 +12,26 @@ namespace osu.Game.Modes.Osu.Objects.Drawables.Pieces
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{
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public class SliderBall : CircularContainer, ISliderProgress
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{
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private const float width = 128;
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private Color4 accentColour = Color4.Black;
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/// <summary>
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/// The colour that is used for the slider ball.
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/// </summary>
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public Color4 AccentColour
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{
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get { return accentColour; }
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set
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{
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accentColour = value;
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if (ball != null)
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ball.Colour = value;
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}
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}
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private readonly Slider slider;
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private readonly Box follow;
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private const float width = 128;
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private readonly Box ball;
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public SliderBall(Slider slider)
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{
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@ -49,9 +65,9 @@ namespace osu.Game.Modes.Osu.Objects.Drawables.Pieces
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Alpha = 1,
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Children = new[]
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{
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new Box
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ball = new Box
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{
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Colour = slider.ComboColour,
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Colour = AccentColour,
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Alpha = 0.4f,
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Width = width,
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Height = width,
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@ -13,6 +13,7 @@ using osu.Framework.Graphics.Textures;
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using osu.Game.Configuration;
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using OpenTK;
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using OpenTK.Graphics.ES30;
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using OpenTK.Graphics;
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namespace osu.Game.Modes.Osu.Objects.Drawables.Pieces
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{
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@ -24,15 +25,31 @@ namespace osu.Game.Modes.Osu.Objects.Drawables.Pieces
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public float PathWidth
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{
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get { return path.PathWidth; }
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set
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{
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path.PathWidth = value;
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}
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set { path.PathWidth = value; }
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}
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public double? SnakedStart { get; private set; }
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public double? SnakedEnd { get; private set; }
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private Color4 accentColour;
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/// <summary>
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/// Used to colour the path.
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/// </summary>
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public Color4 AccentColour
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{
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get { return accentColour; }
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set
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{
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if (accentColour == value)
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return;
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accentColour = value;
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reloadTexture();
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}
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}
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private int textureWidth => (int)PathWidth * 2;
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private readonly Slider slider;
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public SliderBody(Slider s)
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{
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@ -82,7 +99,15 @@ namespace osu.Game.Modes.Osu.Objects.Drawables.Pieces
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snakingIn = config.GetBindable<bool>(OsuConfig.SnakingInSliders);
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snakingOut = config.GetBindable<bool>(OsuConfig.SnakingOutSliders);
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int textureWidth = (int)PathWidth * 2;
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path.Texture = new Texture(textureWidth, 1);
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reloadTexture();
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}
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private void reloadTexture()
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{
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if (path.Texture == null)
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return;
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//initialise background
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var upload = new TextureUpload(textureWidth * 4);
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@ -110,16 +135,15 @@ namespace osu.Game.Modes.Osu.Objects.Drawables.Pieces
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{
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progress -= border_portion;
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bytes[i * 4] = (byte)(slider.ComboColour.R * 255);
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bytes[i * 4 + 1] = (byte)(slider.ComboColour.G * 255);
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bytes[i * 4 + 2] = (byte)(slider.ComboColour.B * 255);
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bytes[i * 4 + 3] = (byte)((opacity_at_edge - (opacity_at_edge - opacity_at_centre) * progress / gradient_portion) * (slider.ComboColour.A * 255));
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bytes[i * 4] = (byte)(AccentColour.R * 255);
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bytes[i * 4 + 1] = (byte)(AccentColour.G * 255);
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bytes[i * 4 + 2] = (byte)(AccentColour.B * 255);
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bytes[i * 4 + 3] = (byte)((opacity_at_edge - (opacity_at_edge - opacity_at_centre) * progress / gradient_portion) * (AccentColour.A * 255));
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}
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}
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var texture = new Texture(textureWidth, 1);
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texture.SetData(upload);
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path.Texture = texture;
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path.Texture.SetData(upload);
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path.Invalidate(Invalidation.DrawNode, this);
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}
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private readonly List<Vector2> currentCurve = new List<Vector2>();
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@ -36,7 +36,7 @@ namespace osu.Game.Modes.Osu.Objects
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public float Scale { get; set; } = 1;
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public Color4 ComboColour { get; set; }
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public Color4 ComboColour { get; set; } = Color4.Black;
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public virtual bool NewCombo { get; set; }
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public int ComboIndex { get; set; }
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