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Apply same legacy scale adjust logic to TaikoLegacyHitTarget
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parent
61d2580e1c
commit
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@ -5,6 +5,7 @@ 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.Rulesets.Taiko.UI;
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using osu.Game.Skinning;
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using osuTK;
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@ -12,18 +13,24 @@ namespace osu.Game.Rulesets.Taiko.Skinning
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{
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public class TaikoLegacyHitTarget : CompositeDrawable
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{
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private Container content;
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[BackgroundDependencyLoader]
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private void load(ISkinSource skin)
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{
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RelativeSizeAxes = Axes.Both;
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InternalChildren = new Drawable[]
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InternalChild = content = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Children = new Drawable[]
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{
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new Sprite
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{
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Texture = skin.GetTexture("approachcircle"),
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RelativeSizeAxes = Axes.Both,
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Size = new Vector2(0.73f) * 0.625f,
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Scale = new Vector2(0.73f),
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Alpha = 0.7f,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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@ -31,13 +38,22 @@ namespace osu.Game.Rulesets.Taiko.Skinning
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new Sprite
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{
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Texture = skin.GetTexture("taikobigcircle"),
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RelativeSizeAxes = Axes.Both,
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Size = new Vector2(0.7f) * 0.625f,
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Scale = new Vector2(0.7f),
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Alpha = 0.5f,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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},
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}
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};
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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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// Relying on RelativeSizeAxes.Both + FillMode.Fit doesn't work due to the precise pixel layout requirements.
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// This is a bit ugly but makes the non-legacy implementations a lot cleaner to implement.
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content.Scale = new Vector2(DrawHeight / TaikoPlayfield.DEFAULT_HEIGHT);
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}
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}
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}
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