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Fix much brokenness with kiai and justment sizing
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parent
2b72c3833b
commit
564d078517
@ -11,6 +11,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Default
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public DefaultJudgementPiece(HitResult result)
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: base(result)
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{
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RelativePositionAxes = Axes.Both;
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}
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public override void PlayAnimation()
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@ -18,15 +19,17 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Default
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if (Result != HitResult.Miss)
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{
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this
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.MoveToY(0)
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.MoveToY(-100, 500);
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.MoveToY(-0.6f)
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.MoveToY(-1.5f, 500);
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JudgementText
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.ScaleTo(0.9f)
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.ScaleTo(1, 500, Easing.OutElastic);
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}
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base.PlayAnimation();
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this.FadeOutFromOne(800, Easing.OutQuint);
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}
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else
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base.PlayAnimation();
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}
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}
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}
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@ -4,6 +4,7 @@
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using osu.Framework.Graphics;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Scoring;
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using osuTK;
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using DefaultJudgementPiece = osu.Game.Rulesets.Taiko.Skinning.Default.DefaultJudgementPiece;
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namespace osu.Game.Rulesets.Taiko.UI
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@ -13,6 +14,15 @@ namespace osu.Game.Rulesets.Taiko.UI
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/// </summary>
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public class DrawableTaikoJudgement : DrawableJudgement
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{
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public DrawableTaikoJudgement()
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{
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Anchor = Anchor.Centre;
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Origin = Anchor.Centre;
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RelativeSizeAxes = Axes.Both;
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Size = Vector2.One;
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}
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protected override Drawable CreateDefaultJudgement(HitResult result) => new DefaultJudgementPiece(result);
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}
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}
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@ -32,7 +32,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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JudgedObject = judgedObject;
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this.hitType = hitType;
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Anchor = Anchor.CentreLeft;
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Anchor = Anchor.Centre;
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Origin = Anchor.Centre;
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RelativeSizeAxes = Axes.Both;
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@ -146,13 +146,16 @@ namespace osu.Game.Rulesets.Taiko.UI
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kiaiExplosionContainer = new Container<KiaiHitExplosion>
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{
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Name = "Kiai hit explosions",
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Origin = Anchor.TopCentre,
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RelativeSizeAxes = Axes.Both,
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FillMode = FillMode.Fit,
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},
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judgementContainer = new JudgementContainer<DrawableTaikoJudgement>
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{
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Name = "Judgements",
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RelativeSizeAxes = Axes.Y,
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Origin = Anchor.TopCentre,
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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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},
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@ -320,15 +323,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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if (!result.Type.IsScorable())
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break;
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judgementContainer.Add(judgementPools[result.Type].Get(j =>
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{
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j.Apply(result, judgedObject);
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j.Anchor = result.IsHit ? Anchor.TopLeft : Anchor.CentreLeft;
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j.Origin = result.IsHit ? Anchor.BottomCentre : Anchor.Centre;
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j.RelativePositionAxes = Axes.X;
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j.X = result.IsHit ? judgedObject.Position.X : 0;
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}));
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judgementContainer.Add(judgementPools[result.Type].Get(j => j.Apply(result, judgedObject)));
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var type = (judgedObject.HitObject as Hit)?.Type ?? HitType.Centre;
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addExplosion(judgedObject, result.Type, type);
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