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Replicate osu!(stable)'s hit target position with "Classic" mod
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@ -16,6 +16,9 @@ namespace osu.Game.Rulesets.Taiko.Mods
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{
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drawableTaikoRuleset = (DrawableTaikoRuleset)drawableRuleset;
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drawableTaikoRuleset.LockPlayfieldAspect.Value = false;
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var playfield = (TaikoPlayfield)drawableRuleset.Playfield;
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playfield.ClassicHitTargetPosition.Value = true;
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}
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public void Update(Playfield playfield)
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@ -5,6 +5,7 @@ using System;
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using System.Collections.Generic;
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using System.Linq;
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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.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Pooling;
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@ -31,6 +32,11 @@ namespace osu.Game.Rulesets.Taiko.UI
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/// </summary>
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public const float DEFAULT_HEIGHT = 200;
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/// <summary>
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/// Whether the hit target should be nudged further towards the left area, matching the stable "classic" position.
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/// </summary>
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public Bindable<bool> ClassicHitTargetPosition = new BindableBool();
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private Container<HitExplosion> hitExplosionContainer;
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private Container<KiaiHitExplosion> kiaiExplosionContainer;
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private JudgementContainer<DrawableTaikoJudgement> judgementContainer;
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@ -190,7 +196,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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// Padding is required to be updated for elements which are based on "absolute" X sized elements.
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// This is basically allowing for correct alignment as relative pieces move around them.
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rightArea.Padding = new MarginPadding { Left = leftArea.DrawWidth };
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rightArea.Padding = new MarginPadding { Left = leftArea.DrawWidth - (ClassicHitTargetPosition.Value ? 45 : 0) };
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hitTargetOffsetContent.Padding = new MarginPadding { Left = HitTarget.DrawWidth / 2 };
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mascot.Scale = new Vector2(DrawHeight / DEFAULT_HEIGHT);
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