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Refactor taiko flashlight a bit
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@ -36,24 +36,25 @@ namespace osu.Game.Rulesets.Taiko.Mods
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public TaikoFlashlight(TaikoPlayfield taikoPlayfield)
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public TaikoFlashlight(TaikoPlayfield taikoPlayfield)
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{
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{
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this.taikoPlayfield = taikoPlayfield;
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this.taikoPlayfield = taikoPlayfield;
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FlashlightSize = new Vector2(0, getSizeFor(0));
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FlashlightSize = getSizeFor(0);
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AddLayout(flashlightProperties);
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AddLayout(flashlightProperties);
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}
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}
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private float getSizeFor(int combo)
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private Vector2 getSizeFor(int combo)
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{
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{
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if (combo > 200)
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if (combo > 200)
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return default_flashlight_size * 0.8f;
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return new Vector2(0, default_flashlight_size * 0.8f);
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else if (combo > 100)
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return default_flashlight_size * 0.9f;
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if (combo > 100)
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else
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return new Vector2(0, default_flashlight_size * 0.9f);
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return default_flashlight_size;
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return new Vector2(0, default_flashlight_size);
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}
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}
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protected override void OnComboChange(ValueChangedEvent<int> e)
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protected override void OnComboChange(ValueChangedEvent<int> e)
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{
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{
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this.TransformTo(nameof(FlashlightSize), new Vector2(0, getSizeFor(e.NewValue)), FLASHLIGHT_FADE_DURATION);
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this.TransformTo(nameof(FlashlightSize), getSizeFor(e.NewValue), FLASHLIGHT_FADE_DURATION);
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}
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}
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protected override string FragmentShader => "CircularFlashlight";
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protected override string FragmentShader => "CircularFlashlight";
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@ -81,7 +81,7 @@ namespace osu.Game.Rulesets.Mods
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public abstract class Flashlight : Drawable
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public abstract class Flashlight : Drawable
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{
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{
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internal BindableInt Combo;
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protected internal BindableInt Combo { get; internal set; }
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private IShader shader;
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private IShader shader;
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protected override DrawNode CreateDrawNode() => new FlashlightDrawNode(this);
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protected override DrawNode CreateDrawNode() => new FlashlightDrawNode(this);
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