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Share colour constants with default drawable piece implementations
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@ -14,7 +14,7 @@ namespace osu.Game.Rulesets.Taiko.Objects
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{
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public readonly Bindable<HitType> TypeBindable = new Bindable<HitType>();
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public Bindable<Color4> DisplayColour { get; } = new Bindable<Color4>(colour_centre);
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public Bindable<Color4> DisplayColour { get; } = new Bindable<Color4>(COLOUR_CENTRE);
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/// <summary>
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/// The <see cref="HitType"/> that actuates this <see cref="Hit"/>.
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@ -25,15 +25,15 @@ namespace osu.Game.Rulesets.Taiko.Objects
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set => TypeBindable.Value = value;
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}
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private static readonly Color4 colour_centre = Color4Extensions.FromHex(@"bb1177");
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private static readonly Color4 colour_rim = Color4Extensions.FromHex(@"2299bb");
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public static readonly Color4 COLOUR_CENTRE = Color4Extensions.FromHex(@"bb1177");
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public static readonly Color4 COLOUR_RIM = Color4Extensions.FromHex(@"2299bb");
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public Hit()
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{
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TypeBindable.BindValueChanged(_ =>
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{
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updateSamplesFromType();
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DisplayColour.Value = Type == HitType.Centre ? colour_centre : colour_rim;
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DisplayColour.Value = Type == HitType.Centre ? COLOUR_CENTRE : COLOUR_RIM;
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});
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SamplesBindable.BindCollectionChanged((_, __) => updateTypeFromSamples());
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@ -6,6 +6,7 @@ using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Taiko.Objects;
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using osuTK;
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namespace osu.Game.Rulesets.Taiko.Skinning.Default
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@ -20,7 +21,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Default
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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AccentColour = colours.PinkDarker;
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AccentColour = Hit.COLOUR_CENTRE;
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}
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/// <summary>
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@ -6,6 +6,7 @@ using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Taiko.Objects;
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using osuTK;
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using osuTK.Graphics;
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@ -21,7 +22,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Default
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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AccentColour = colours.BlueDarker;
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AccentColour = Hit.COLOUR_RIM;
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}
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/// <summary>
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