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Fix scaling of strong hits
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dc56be0a1d
commit
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@ -34,17 +34,31 @@ namespace osu.Game.Rulesets.Taiko.Tests
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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}));
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AddStep("Centre hit (strong)", () => SetContents(() => new DrawableCentreHit(createHitAtCurrentTime(true))
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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}));
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AddStep("Rim hit", () => SetContents(() => new DrawableRimHit(createHitAtCurrentTime())
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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}));
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AddStep("Rim hit (strong)", () => SetContents(() => new DrawableRimHit(createHitAtCurrentTime(true))
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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}));
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}
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private Hit createHitAtCurrentTime()
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private Hit createHitAtCurrentTime(bool strong = false)
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{
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var hit = new Hit
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{
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IsStrong = strong,
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StartTime = Time.Current + 3000,
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};
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@ -7,6 +7,7 @@ using osu.Framework.Graphics.Animations;
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using osu.Framework.Graphics.Containers;
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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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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Taiko.Skinning
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@ -20,12 +21,14 @@ namespace osu.Game.Rulesets.Taiko.Skinning
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public LegacyHit(TaikoSkinComponents component)
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{
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this.component = component;
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RelativeSizeAxes = Axes.Both;
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}
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[BackgroundDependencyLoader]
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private void load(ISkinSource skin)
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{
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InternalChildren = new Drawable[]
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InternalChildren = new[]
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{
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backgroundLayer = skin.GetAnimation("taikohitcircle", true, false),
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skin.GetAnimation("taikohitcircleoverlay", true, false),
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@ -36,6 +39,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning
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foreach (var c in InternalChildren)
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{
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(c as IFramedAnimation)?.Stop();
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c.Anchor = Anchor.Centre;
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c.Origin = Anchor.Centre;
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}
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@ -45,6 +49,16 @@ namespace osu.Game.Rulesets.Taiko.Skinning
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: new Color4(67, 142, 172, 255);
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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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// not all skins (including the default osu-stable) have similar sizes for hitcircle and hitcircleoverlay.
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// this ensures they are scaled relative to each other but also match the expected DrawableHit size.
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foreach (var c in InternalChildren)
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c.Scale = new Vector2(DrawWidth / 128);
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}
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private Color4 accentColour;
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public Color4 AccentColour
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