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Remove AccentColour binding from judgement lighting
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parent
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commit
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@ -2,22 +2,17 @@
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Game.Configuration;
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using osuTK;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Skinning;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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public class DrawableOsuJudgement : DrawableJudgement
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{
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protected SkinnableSprite Lighting;
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private Bindable<Color4> lightingColour;
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protected SkinnableLighting Lighting { get; private set; }
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[Resolved]
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private OsuConfigManager config { get; set; }
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@ -34,7 +29,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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[BackgroundDependencyLoader]
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private void load()
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{
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AddInternal(Lighting = new SkinnableSprite("lighting")
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AddInternal(Lighting = new SkinnableLighting
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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@ -59,19 +54,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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base.PrepareForUse();
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lightingColour?.UnbindAll();
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Lighting.ResetAnimation();
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if (JudgedObject != null)
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{
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lightingColour = JudgedObject.AccentColour.GetBoundCopy();
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lightingColour.BindValueChanged(colour => Lighting.Colour = Result.IsHit ? colour.NewValue : Color4.Transparent, true);
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}
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else
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{
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Lighting.Colour = Color4.White;
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}
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Lighting.SetColourFrom(JudgedObject, Result);
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}
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private double fadeOutDelay;
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48
osu.Game.Rulesets.Osu/Objects/Drawables/SkinnableLighting.cs
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48
osu.Game.Rulesets.Osu/Objects/Drawables/SkinnableLighting.cs
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@ -0,0 +1,48 @@
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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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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Skinning;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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public class SkinnableLighting : SkinnableSprite
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{
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private DrawableHitObject targetObject;
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private JudgementResult targetResult;
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public SkinnableLighting()
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: base("lighting")
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{
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}
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protected override void SkinChanged(ISkinSource skin, bool allowFallback)
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{
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base.SkinChanged(skin, allowFallback);
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updateColour();
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}
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/// <summary>
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/// Updates the lighting colour from a given hitobject and result.
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/// </summary>
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/// <param name="targetObject">The <see cref="DrawableHitObject"/> that's been judged.</param>
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/// <param name="targetResult">The <see cref="JudgementResult"/> that <paramref name="targetObject"/> was judged with.</param>
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public void SetColourFrom(DrawableHitObject targetObject, JudgementResult targetResult)
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{
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this.targetObject = targetObject;
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this.targetResult = targetResult;
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updateColour();
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}
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private void updateColour()
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{
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if (targetObject == null || targetResult == null)
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Colour = Color4.White;
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else
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Colour = targetResult.IsHit ? targetObject.AccentColour.Value : Color4.Transparent;
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}
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}
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}
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