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Expose taiko input manager in same manner as osu!
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@ -50,7 +50,7 @@ namespace osu.Game.Rulesets.Taiko.Mods
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public void ApplyToDrawableRuleset(DrawableRuleset<TaikoHitObject> drawableRuleset)
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public void ApplyToDrawableRuleset(DrawableRuleset<TaikoHitObject> drawableRuleset)
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{
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{
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ruleset = (DrawableTaikoRuleset)drawableRuleset;
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ruleset = (DrawableTaikoRuleset)drawableRuleset;
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ruleset.InputManager.Add(new InputInterceptor(this));
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ruleset.KeyBindingInputManager.Add(new InputInterceptor(this));
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playfield = (TaikoPlayfield)ruleset.Playfield;
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playfield = (TaikoPlayfield)ruleset.Playfield;
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var periods = new List<Period>();
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var periods = new List<Period>();
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@ -33,7 +33,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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public readonly BindableBool LockPlayfieldMaxAspect = new BindableBool(true);
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public readonly BindableBool LockPlayfieldMaxAspect = new BindableBool(true);
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public TaikoInputManager InputManager { get; private set; }
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public new TaikoInputManager KeyBindingInputManager => (TaikoInputManager)base.KeyBindingInputManager;
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protected override ScrollVisualisationMethod VisualisationMethod => ScrollVisualisationMethod.Overlapping;
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protected override ScrollVisualisationMethod VisualisationMethod => ScrollVisualisationMethod.Overlapping;
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@ -95,7 +95,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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LockPlayfieldMaxAspect = { BindTarget = LockPlayfieldMaxAspect }
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LockPlayfieldMaxAspect = { BindTarget = LockPlayfieldMaxAspect }
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};
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};
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protected override PassThroughInputManager CreateInputManager() => InputManager = new TaikoInputManager(Ruleset.RulesetInfo);
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protected override PassThroughInputManager CreateInputManager() => new TaikoInputManager(Ruleset.RulesetInfo);
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protected override Playfield CreatePlayfield() => new TaikoPlayfield();
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protected override Playfield CreatePlayfield() => new TaikoPlayfield();
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