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More explicative xmldoc.
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369e3903ac
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@ -5,6 +5,9 @@ using OpenTK;
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namespace osu.Game.Modes.Taiko.Objects.Drawable.Pieces
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{
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/// <summary>
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/// A type of circle piece which is drawn at a higher scale as an "accent".
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/// </summary>
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public class AccentedCirclePiece : CirclePiece
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{
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/// <summary>
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@ -7,7 +7,6 @@ using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Game.Graphics.Backgrounds;
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using OpenTK.Graphics;
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using OpenTK;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Allocation;
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using System;
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@ -17,11 +16,8 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable.Pieces
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/// <summary>
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/// A circle piece which is used uniformly through osu!taiko to visualise hitobjects.
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/// <para>
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/// The body of this piece will overshoot it by Height/2 on both sides of its length, such that
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/// a regular "circle" is the result of setting Width to 0.
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/// </para>
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/// <para>
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/// Hitobjects that have a length (e.g. DrumRolls) need only to set Width and the extra corner radius will be added internally.
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/// The body of this piece will overshoot it by <see cref="CirclePiece.Height"/> to form
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/// a rounded (_[-Width-]_) figure such that a regular "circle" is the result of setting Width to 0.
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/// </para>
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/// </summary>
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public class CirclePiece : Container
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@ -67,7 +63,6 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable.Pieces
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set { throw new InvalidOperationException($"{nameof(CirclePiece)} must always use CentreLeft origin."); }
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}
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private readonly Container innerLayer;
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private readonly Container innerCircleContainer;
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private readonly Box innerBackground;
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@ -80,8 +75,9 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable.Pieces
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{
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this.symbolName = symbolName;
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// The "inner layer" overshoots the the CirclePiece by Height/2 px on both sides
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Height = TaikoHitObject.CIRCLE_RADIUS * 2;
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// The "inner layer" is the body of the CirclePiece that overshoots it by Height/2 px on both sides
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AddInternal(innerLayer = new Container
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{
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Name = "Inner Layer",
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@ -154,6 +150,7 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable.Pieces
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protected override void Update()
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{
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// Add the overshoot to compensate for corner radius
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innerLayer.Width = DrawWidth + DrawHeight;
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}
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