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Add drumroll skinning
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45d88b70f8
commit
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@ -11,6 +11,7 @@ using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.Taiko.Objects.Drawables;
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using osu.Game.Rulesets.Taiko.Objects.Drawables;
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using osu.Game.Rulesets.Taiko.Skinning;
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using osu.Game.Rulesets.UI.Scrolling;
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using osu.Game.Rulesets.UI.Scrolling;
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using osu.Game.Tests.Visual;
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using osu.Game.Tests.Visual;
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@ -23,6 +24,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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{
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{
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typeof(DrawableDrumRoll),
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typeof(DrawableDrumRoll),
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typeof(DrawableDrumRollTick),
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typeof(DrawableDrumRollTick),
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typeof(LegacyDrumRoll),
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}).ToList();
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}).ToList();
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[Cached(typeof(IScrollingInfo))]
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[Cached(typeof(IScrollingInfo))]
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110
osu.Game.Rulesets.Taiko/Skinning/LegacyDrumRoll.cs
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110
osu.Game.Rulesets.Taiko/Skinning/LegacyDrumRoll.cs
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@ -0,0 +1,110 @@
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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.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Game.Graphics;
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using osu.Game.Skinning;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Taiko.Skinning
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{
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public class LegacyDrumRoll : Container, IHasAccentColour
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{
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protected override Container<Drawable> Content => content;
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private Container content;
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private LegacyCirclePiece headCircle;
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private Sprite body;
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private Sprite end;
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public LegacyDrumRoll()
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{
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RelativeSizeAxes = Axes.Y;
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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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InternalChildren = new Drawable[]
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{
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content = 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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headCircle = new LegacyCirclePiece
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{
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Depth = float.MinValue,
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RelativeSizeAxes = Axes.Y,
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Anchor = Anchor.TopLeft,
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Origin = Anchor.TopLeft,
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},
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body = new Sprite
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{
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RelativeSizeAxes = Axes.Both,
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Texture = skin.GetTexture("taiko-roll-middle"),
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},
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end = new Sprite
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{
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Anchor = Anchor.CentreRight,
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Origin = Anchor.CentreLeft,
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RelativeSizeAxes = Axes.Both,
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Texture = skin.GetTexture("taiko-roll-end"),
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FillMode = FillMode.Fit,
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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 void LoadComplete()
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{
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base.LoadComplete();
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updateAccentColour();
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}
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protected override void Update()
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{
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base.Update();
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var padding = Content.DrawHeight * Content.Width / 2;
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Content.Padding = new MarginPadding
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{
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Left = padding,
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Right = padding,
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};
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Width = Parent.DrawSize.X + DrawHeight;
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}
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private Color4 accentColour;
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public Color4 AccentColour
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{
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get => accentColour;
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set
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{
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if (value == accentColour)
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return;
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accentColour = value;
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if (IsLoaded)
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updateAccentColour();
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}
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}
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private void updateAccentColour()
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{
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headCircle.AccentColour = accentColour;
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body.Colour = accentColour;
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end.Colour = accentColour;
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}
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}
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}
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@ -27,6 +27,12 @@ namespace osu.Game.Rulesets.Taiko.Skinning
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switch (taikoComponent.Component)
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switch (taikoComponent.Component)
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{
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{
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case TaikoSkinComponents.DrumRollBody:
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if (GetTexture("taiko-roll-middle") != null)
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return new LegacyDrumRoll();
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return null;
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case TaikoSkinComponents.InputDrum:
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case TaikoSkinComponents.InputDrum:
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if (GetTexture("taiko-bar-left") != null)
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if (GetTexture("taiko-bar-left") != null)
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return new LegacyInputDrum();
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return new LegacyInputDrum();
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