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synced 2024-12-13 08:32:57 +08:00
Move touch input drum to own file for now
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parent
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commit
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@ -3,6 +3,7 @@
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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@ -25,10 +26,10 @@ namespace osu.Game.Rulesets.Taiko.UI
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// The percent of the drum that extends past the bottom of the screen (set to 0.0f to show the full drum)
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private const float offscreen_percent = 0.35f;
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private readonly InputDrum touchInputDrum;
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private readonly TouchInputDrum touchInputDrum;
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private readonly Circle drumBackground;
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private KeyBindingContainer<TaikoAction> keyBindingContainer;
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private KeyBindingContainer<TaikoAction> keyBindingContainer = null!;
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// Which Taiko action was pressed by the last OnMouseDown event, so that the corresponding action can be released OnMouseUp even if the cursor position moved
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private TaikoAction mouseAction;
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@ -62,7 +63,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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FillMode = FillMode.Fit,
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Alpha = 0.9f,
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},
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touchInputDrum = new InputDrum
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touchInputDrum = new TouchInputDrum
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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@ -84,7 +85,10 @@ namespace osu.Game.Rulesets.Taiko.UI
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[BackgroundDependencyLoader]
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private void load(TaikoInputManager taikoInputManager, OsuColour colours)
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{
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keyBindingContainer = taikoInputManager?.KeyBindingContainer;
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Debug.Assert(taikoInputManager?.KeyBindingContainer != null);
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keyBindingContainer = taikoInputManager.KeyBindingContainer;
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drumBackground.Colour = colours.Gray0;
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}
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@ -12,7 +12,6 @@ using osu.Framework.Graphics.Textures;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Screens.Ranking;
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using osu.Game.Skinning;
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using osuTK;
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@ -24,7 +23,6 @@ namespace osu.Game.Rulesets.Taiko.UI
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/// </summary>
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internal class InputDrum : Container
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{
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public float CentreSize = 0.7f;
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private const float middle_split = 0.025f;
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public InputDrum()
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@ -64,7 +62,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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Scale = new Vector2(0.9f),
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Children = new[]
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{
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new TaikoHalfDrum(false, CentreSize)
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new TaikoHalfDrum(false)
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{
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Name = "Left Half",
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Anchor = Anchor.Centre,
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@ -75,7 +73,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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RimAction = TaikoAction.LeftRim,
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CentreAction = TaikoAction.LeftCentre
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},
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new TaikoHalfDrum(true, CentreSize)
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new TaikoHalfDrum(true)
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{
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Name = "Right Half",
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Anchor = Anchor.Centre,
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@ -110,9 +108,6 @@ namespace osu.Game.Rulesets.Taiko.UI
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private readonly Sprite centre;
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private readonly Sprite centreHit;
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[Resolved]
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private DrumSampleTriggerSource sampleTriggerSource { get; set; }
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public TaikoHalfDrum(bool flipped)
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{
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Masking = true;
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@ -173,15 +168,11 @@ namespace osu.Game.Rulesets.Taiko.UI
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{
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target = centreHit;
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back = centre;
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sampleTriggerSource.Play(HitType.Centre);
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}
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else if (e.Action == RimAction)
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{
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target = rimHit;
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back = rim;
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sampleTriggerSource.Play(HitType.Rim);
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}
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if (target != null)
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187
osu.Game.Rulesets.Taiko/UI/TouchInputDrum.cs
Normal file
187
osu.Game.Rulesets.Taiko/UI/TouchInputDrum.cs
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@ -0,0 +1,187 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using System;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Game.Graphics;
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using osu.Game.Skinning;
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using osuTK;
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namespace osu.Game.Rulesets.Taiko.UI
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{
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/// <summary>
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/// A component of the playfield that captures input and displays input as a drum.
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/// </summary>
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internal class TouchInputDrum : Container
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{
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public float CentreSize = 0.7f;
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private const float middle_split = 0.025f;
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public TouchInputDrum()
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{
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RelativeSizeAxes = Axes.Both;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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Children = new Drawable[]
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{
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new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.InputDrum), _ => new Container
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{
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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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{
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new TaikoHalfDrum(false, CentreSize)
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{
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Name = "Left Half",
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Anchor = Anchor.Centre,
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Origin = Anchor.CentreRight,
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RelativeSizeAxes = Axes.Both,
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RelativePositionAxes = Axes.X,
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X = -middle_split / 2,
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RimAction = TaikoAction.LeftRim,
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CentreAction = TaikoAction.LeftCentre
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},
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new TaikoHalfDrum(true, CentreSize)
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{
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Name = "Right Half",
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Anchor = Anchor.Centre,
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Origin = Anchor.CentreLeft,
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RelativeSizeAxes = Axes.Both,
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RelativePositionAxes = Axes.X,
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X = middle_split / 2,
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RimAction = TaikoAction.RightRim,
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CentreAction = TaikoAction.RightCentre
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}
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}
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})
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};
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}
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/// <summary>
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/// A half-drum. Contains one centre and one rim hit.
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/// </summary>
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private class TaikoHalfDrum : Container, IKeyBindingHandler<TaikoAction>
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{
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/// <summary>
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/// The key to be used for the rim of the half-drum.
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/// </summary>
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public TaikoAction RimAction;
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/// <summary>
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/// The key to be used for the centre of the half-drum.
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/// </summary>
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public TaikoAction CentreAction;
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private readonly Sprite rim;
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private readonly Sprite rimHit;
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private readonly Sprite centre;
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private readonly Sprite centreHit;
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public TaikoHalfDrum(bool flipped, float centreSize)
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{
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Masking = true;
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Children = new Drawable[]
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{
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rim = new Sprite
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{
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Anchor = flipped ? Anchor.CentreLeft : Anchor.CentreRight,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both
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},
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rimHit = new Sprite
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{
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Anchor = flipped ? Anchor.CentreLeft : Anchor.CentreRight,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Alpha = 0,
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Blending = BlendingParameters.Additive,
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},
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centre = new Sprite
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{
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Anchor = flipped ? Anchor.CentreLeft : Anchor.CentreRight,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Size = new Vector2(centreSize)
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},
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centreHit = new Sprite
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{
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Anchor = flipped ? Anchor.CentreLeft : Anchor.CentreRight,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Size = new Vector2(centreSize),
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Alpha = 0,
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Blending = BlendingParameters.Additive
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}
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};
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}
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[BackgroundDependencyLoader]
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private void load(TextureStore textures, OsuColour colours)
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{
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rim.Texture = textures.Get(@"Gameplay/taiko/taiko-drum-outer");
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rimHit.Texture = textures.Get(@"Gameplay/taiko/taiko-drum-outer-hit");
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centre.Texture = textures.Get(@"Gameplay/taiko/taiko-drum-inner");
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centreHit.Texture = textures.Get(@"Gameplay/taiko/taiko-drum-inner-hit");
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rimHit.Colour = colours.Blue;
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centreHit.Colour = colours.Pink;
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}
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public bool OnPressed(KeyBindingPressEvent<TaikoAction> e)
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{
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Drawable target = null;
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Drawable back = null;
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if (e.Action == CentreAction)
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{
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target = centreHit;
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back = centre;
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}
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else if (e.Action == RimAction)
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{
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target = rimHit;
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back = rim;
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}
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if (target != null)
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{
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const float scale_amount = 0.05f;
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const float alpha_amount = 0.5f;
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const float down_time = 40;
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const float up_time = 1000;
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back.ScaleTo(target.Scale.X - scale_amount, down_time, Easing.OutQuint)
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.Then()
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.ScaleTo(1, up_time, Easing.OutQuint);
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target.Animate(
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t => t.ScaleTo(target.Scale.X - scale_amount, down_time, Easing.OutQuint),
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t => t.FadeTo(Math.Min(target.Alpha + alpha_amount, 1), down_time, Easing.OutQuint)
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).Then(
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t => t.ScaleTo(1, up_time, Easing.OutQuint),
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t => t.FadeOut(up_time, Easing.OutQuint)
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);
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}
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return false;
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}
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public void OnReleased(KeyBindingReleaseEvent<TaikoAction> e)
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{
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}
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}
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}
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}
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