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Adjust input drum to work with new playfield changes
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37f7e0a734
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@ -78,6 +78,15 @@ namespace osu.Game.Rulesets.Taiko.Skinning
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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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Scale = new Vector2(Parent.DrawHeight / Size.Y);
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}
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/// <summary>
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/// <summary>
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/// A half-drum. Contains one centre and one rim hit.
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/// A half-drum. Contains one centre and one rim hit.
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/// </summary>
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/// </summary>
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@ -31,7 +31,6 @@ namespace osu.Game.Rulesets.Taiko.UI
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sampleMapping = new DrumSampleMapping(controlPoints);
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sampleMapping = new DrumSampleMapping(controlPoints);
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RelativeSizeAxes = Axes.Both;
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RelativeSizeAxes = Axes.Both;
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FillMode = FillMode.Fit;
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}
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}
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[BackgroundDependencyLoader]
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[BackgroundDependencyLoader]
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@ -40,6 +39,8 @@ namespace osu.Game.Rulesets.Taiko.UI
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Child = new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.InputDrum), _ => new Container
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Child = new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.InputDrum), _ => new Container
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{
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{
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RelativeSizeAxes = Axes.Both,
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RelativeSizeAxes = Axes.Both,
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FillMode = FillMode.Fit,
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Scale = new Vector2(0.9f),
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Children = new Drawable[]
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Children = new Drawable[]
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{
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{
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new TaikoHalfDrum(false)
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new TaikoHalfDrum(false)
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