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Merge pull request #21165 from frenzibyte/fix-taiko-major-barline

Fix taiko major barlines no longer rendering correctly
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Dean Herbert 2022-11-08 11:47:09 +09:00 committed by GitHub
commit 644c31130e
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@ -60,8 +60,9 @@ namespace osu.Game.Rulesets.Taiko.UI
/// </remarks> /// </remarks>
private BarLinePlayfield barLinePlayfield; private BarLinePlayfield barLinePlayfield;
private Container playfieldContent; private Container barLineContent;
private Container playfieldOverlay; private Container hitObjectContent;
private Container overlayContent;
[BackgroundDependencyLoader] [BackgroundDependencyLoader]
private void load(OsuColour colours) private void load(OsuColour colours)
@ -121,22 +122,20 @@ namespace osu.Game.Rulesets.Taiko.UI
} }
} }
}, },
new Container barLineContent = new Container
{
Name = "Bar line content",
RelativeSizeAxes = Axes.Both,
Child = barLinePlayfield = new BarLinePlayfield(),
},
hitObjectContent = new Container
{ {
Name = "Masked hit objects content", Name = "Masked hit objects content",
RelativeSizeAxes = Axes.Both, RelativeSizeAxes = Axes.Both,
Masking = true, Masking = true,
Child = playfieldContent = new Container Child = HitObjectContainer,
{
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
barLinePlayfield = new BarLinePlayfield(),
HitObjectContainer,
}
}
}, },
playfieldOverlay = new Container overlayContent = new Container
{ {
Name = "Elements after hit objects", Name = "Elements after hit objects",
RelativeSizeAxes = Axes.Both, RelativeSizeAxes = Axes.Both,
@ -215,8 +214,9 @@ namespace osu.Game.Rulesets.Taiko.UI
// Padding is required to be updated for elements which are based on "absolute" X sized elements. // Padding is required to be updated for elements which are based on "absolute" X sized elements.
// This is basically allowing for correct alignment as relative pieces move around them. // This is basically allowing for correct alignment as relative pieces move around them.
rightArea.Padding = new MarginPadding { Left = inputDrum.Width }; rightArea.Padding = new MarginPadding { Left = inputDrum.Width };
playfieldContent.Padding = new MarginPadding { Left = HitTarget.DrawWidth / 2 }; barLineContent.Padding = new MarginPadding { Left = HitTarget.DrawWidth / 2 };
playfieldOverlay.Padding = new MarginPadding { Left = HitTarget.DrawWidth / 2 }; hitObjectContent.Padding = new MarginPadding { Left = HitTarget.DrawWidth / 2 };
overlayContent.Padding = new MarginPadding { Left = HitTarget.DrawWidth / 2 };
mascot.Scale = new Vector2(DrawHeight / DEFAULT_HEIGHT); mascot.Scale = new Vector2(DrawHeight / DEFAULT_HEIGHT);
} }