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Merge pull request #20402 from peppy/argon-combo-colours
Add argon combo colours
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commit
61a41d9533
@ -21,7 +21,6 @@ using osu.Game.Rulesets.Catch.Objects;
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using osu.Game.Rulesets.Catch.Objects.Drawables;
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using osu.Game.Rulesets.Catch.Objects.Drawables;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Skinning;
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using osu.Game.Tests.Visual;
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using osu.Game.Tests.Visual;
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using osuTK;
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using osuTK;
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@ -250,11 +249,9 @@ namespace osu.Game.Rulesets.Catch.Tests
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[Test]
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[Test]
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public void TestHitLightingColour()
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public void TestHitLightingColour()
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{
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{
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var fruitColour = SkinConfiguration.DefaultComboColours[1];
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AddStep("enable hit lighting", () => config.SetValue(OsuSetting.HitLighting, true));
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AddStep("enable hit lighting", () => config.SetValue(OsuSetting.HitLighting, true));
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AddStep("catch fruit", () => attemptCatch(new Fruit()));
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AddStep("catch fruit", () => attemptCatch(new Fruit()));
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AddAssert("correct hit lighting colour", () =>
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AddAssert("correct hit lighting colour", () => catcher.ChildrenOfType<HitExplosion>().First()?.Entry?.ObjectColour == this.ChildrenOfType<DrawableCatchHitObject>().First().AccentColour.Value);
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catcher.ChildrenOfType<HitExplosion>().First()?.Entry?.ObjectColour == fruitColour);
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}
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}
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[Test]
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[Test]
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@ -44,6 +44,28 @@ namespace osu.Game.Skinning
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: base(skin, resources)
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: base(skin, resources)
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{
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{
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this.resources = resources;
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this.resources = resources;
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Configuration.CustomComboColours = new List<Color4>
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{
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// Standard combo progression order is green - blue - red - yellow.
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// But for whatever reason, this starts from index 1, not 0.
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//
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// We've added two new combo colours in argon, so to ensure the initial rotation matches,
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// this same progression is in slots 1 - 4.
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// Orange
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new Color4(241, 116, 0, 255),
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// Green
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new Color4(0, 241, 53, 255),
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// Blue
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new Color4(0, 82, 241, 255),
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// Red
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new Color4(241, 0, 0, 255),
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// Yellow
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new Color4(232, 235, 0, 255),
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// Purple
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new Color4(92, 0, 241, 255),
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};
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}
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}
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public override Texture GetTexture(string componentName, WrapMode wrapModeS, WrapMode wrapModeT) => Textures?.Get(componentName, wrapModeS, wrapModeT);
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public override Texture GetTexture(string componentName, WrapMode wrapModeS, WrapMode wrapModeT) => Textures?.Get(componentName, wrapModeS, wrapModeT);
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