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Merge branch 'master' into beatmap-track-rework
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commit
bfa20abd88
@ -14,8 +14,8 @@ using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Judgements;
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using osu.Game.Rulesets.Osu.Judgements;
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using osu.Game.Rulesets.Osu.Objects.Drawables.Pieces;
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using osu.Game.Rulesets.Osu.Objects.Drawables.Pieces;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Scoring;
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using osuTK;
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using osu.Game.Skinning;
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using osu.Game.Skinning;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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{
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@ -14,6 +14,7 @@ using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Skinning;
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using osu.Game.Skinning;
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using osuTK;
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using osuTK;
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using osuTK.Graphics;
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using osuTK.Graphics;
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using static osu.Game.Skinning.LegacySkinConfiguration;
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namespace osu.Game.Rulesets.Osu.Skinning
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namespace osu.Game.Rulesets.Osu.Skinning
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{
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{
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@ -28,53 +29,67 @@ namespace osu.Game.Rulesets.Osu.Skinning
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Size = new Vector2(OsuHitObject.OBJECT_RADIUS * 2);
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Size = new Vector2(OsuHitObject.OBJECT_RADIUS * 2);
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}
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}
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private Container<Sprite> circleSprites;
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private Sprite hitCircleSprite;
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private Sprite hitCircleOverlay;
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private SkinnableSpriteText hitCircleText;
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private readonly IBindable<ArmedState> state = new Bindable<ArmedState>();
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private readonly IBindable<ArmedState> state = new Bindable<ArmedState>();
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private readonly Bindable<Color4> accentColour = new Bindable<Color4>();
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private readonly Bindable<Color4> accentColour = new Bindable<Color4>();
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private readonly IBindable<int> indexInCurrentCombo = new Bindable<int>();
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private readonly IBindable<int> indexInCurrentCombo = new Bindable<int>();
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[Resolved]
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private ISkinSource skin { get; set; }
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[BackgroundDependencyLoader]
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[BackgroundDependencyLoader]
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private void load(DrawableHitObject drawableObject, ISkinSource skin)
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private void load(DrawableHitObject drawableObject)
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{
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{
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OsuHitObject osuObject = (OsuHitObject)drawableObject.HitObject;
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OsuHitObject osuObject = (OsuHitObject)drawableObject.HitObject;
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Sprite hitCircleSprite;
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SkinnableSpriteText hitCircleText;
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InternalChildren = new Drawable[]
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InternalChildren = new Drawable[]
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{
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{
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hitCircleSprite = new Sprite
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circleSprites = new Container<Sprite>
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{
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{
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Texture = getTextureWithFallback(string.Empty),
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Colour = drawableObject.AccentColour.Value,
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Anchor = Anchor.Centre,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Children = new[]
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{
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hitCircleSprite = new Sprite
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{
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Texture = getTextureWithFallback(string.Empty),
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Colour = drawableObject.AccentColour.Value,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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},
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hitCircleOverlay = new Sprite
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{
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Texture = getTextureWithFallback("overlay"),
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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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},
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},
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hitCircleText = new SkinnableSpriteText(new OsuSkinComponent(OsuSkinComponents.HitCircleText), _ => new OsuSpriteText
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hitCircleText = new SkinnableSpriteText(new OsuSkinComponent(OsuSkinComponents.HitCircleText), _ => new OsuSpriteText
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{
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{
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Font = OsuFont.Numeric.With(size: 40),
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Font = OsuFont.Numeric.With(size: 40),
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UseFullGlyphHeight = false,
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UseFullGlyphHeight = false,
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}, confineMode: ConfineMode.NoScaling),
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}, confineMode: ConfineMode.NoScaling)
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new Sprite
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{
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{
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Texture = getTextureWithFallback("overlay"),
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Anchor = Anchor.Centre,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Origin = Anchor.Centre,
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}
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},
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};
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};
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bool overlayAboveNumber = skin.GetConfig<OsuSkinConfiguration, bool>(OsuSkinConfiguration.HitCircleOverlayAboveNumber)?.Value ?? true;
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bool overlayAboveNumber = skin.GetConfig<OsuSkinConfiguration, bool>(OsuSkinConfiguration.HitCircleOverlayAboveNumber)?.Value ?? true;
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if (!overlayAboveNumber)
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if (overlayAboveNumber)
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ChangeInternalChildDepth(hitCircleText, -float.MaxValue);
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AddInternal(hitCircleOverlay.CreateProxy());
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state.BindTo(drawableObject.State);
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state.BindTo(drawableObject.State);
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state.BindValueChanged(updateState, true);
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accentColour.BindTo(drawableObject.AccentColour);
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accentColour.BindTo(drawableObject.AccentColour);
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accentColour.BindValueChanged(colour => hitCircleSprite.Colour = colour.NewValue, true);
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indexInCurrentCombo.BindTo(osuObject.IndexInCurrentComboBindable);
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indexInCurrentCombo.BindTo(osuObject.IndexInCurrentComboBindable);
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indexInCurrentCombo.BindValueChanged(index => hitCircleText.Text = (index.NewValue + 1).ToString(), true);
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Texture getTextureWithFallback(string name)
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Texture getTextureWithFallback(string name)
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{
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{
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@ -87,6 +102,15 @@ namespace osu.Game.Rulesets.Osu.Skinning
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}
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}
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}
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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state.BindValueChanged(updateState, true);
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accentColour.BindValueChanged(colour => hitCircleSprite.Colour = colour.NewValue, true);
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indexInCurrentCombo.BindValueChanged(index => hitCircleText.Text = (index.NewValue + 1).ToString(), true);
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}
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private void updateState(ValueChangedEvent<ArmedState> state)
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private void updateState(ValueChangedEvent<ArmedState> state)
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{
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{
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const double legacy_fade_duration = 240;
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const double legacy_fade_duration = 240;
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@ -94,8 +118,21 @@ namespace osu.Game.Rulesets.Osu.Skinning
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switch (state.NewValue)
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switch (state.NewValue)
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{
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{
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case ArmedState.Hit:
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case ArmedState.Hit:
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this.FadeOut(legacy_fade_duration, Easing.Out);
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circleSprites.FadeOut(legacy_fade_duration, Easing.Out);
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this.ScaleTo(1.4f, legacy_fade_duration, Easing.Out);
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circleSprites.ScaleTo(1.4f, legacy_fade_duration, Easing.Out);
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var legacyVersion = skin.GetConfig<LegacySetting, decimal>(LegacySetting.Version)?.Value;
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if (legacyVersion >= 2.0m)
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// legacy skins of version 2.0 and newer only apply very short fade out to the number piece.
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hitCircleText.FadeOut(legacy_fade_duration / 4, Easing.Out);
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else
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{
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// old skins scale and fade it normally along other pieces.
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hitCircleText.FadeOut(legacy_fade_duration, Easing.Out);
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hitCircleText.ScaleTo(1.4f, legacy_fade_duration, Easing.Out);
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}
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break;
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break;
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}
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}
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}
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}
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@ -35,7 +35,7 @@ namespace osu.Game.Rulesets.Osu.UI
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protected override PassThroughInputManager CreateInputManager() => new OsuInputManager(Ruleset.RulesetInfo);
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protected override PassThroughInputManager CreateInputManager() => new OsuInputManager(Ruleset.RulesetInfo);
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public override PlayfieldAdjustmentContainer CreatePlayfieldAdjustmentContainer() => new OsuPlayfieldAdjustmentContainer();
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public override PlayfieldAdjustmentContainer CreatePlayfieldAdjustmentContainer() => new OsuPlayfieldAdjustmentContainer { AlignWithStoryboard = true };
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protected override ResumeOverlay CreateResumeOverlay() => new OsuResumeOverlay();
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protected override ResumeOverlay CreateResumeOverlay() => new OsuResumeOverlay();
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@ -11,10 +11,19 @@ namespace osu.Game.Rulesets.Osu.UI
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public class OsuPlayfieldAdjustmentContainer : PlayfieldAdjustmentContainer
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public class OsuPlayfieldAdjustmentContainer : PlayfieldAdjustmentContainer
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{
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{
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protected override Container<Drawable> Content => content;
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protected override Container<Drawable> Content => content;
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private readonly Container content;
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private readonly ScalingContainer content;
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private const float playfield_size_adjust = 0.8f;
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private const float playfield_size_adjust = 0.8f;
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/// <summary>
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/// When true, an offset is applied to allow alignment with historical storyboards displayed in the same parent space.
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/// This will shift the playfield downwards slightly.
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/// </summary>
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public bool AlignWithStoryboard
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{
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set => content.PlayfieldShift = value;
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}
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public OsuPlayfieldAdjustmentContainer()
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public OsuPlayfieldAdjustmentContainer()
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{
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{
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Anchor = Anchor.Centre;
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Anchor = Anchor.Centre;
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@ -39,6 +48,8 @@ namespace osu.Game.Rulesets.Osu.UI
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/// </summary>
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/// </summary>
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private class ScalingContainer : Container
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private class ScalingContainer : Container
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{
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{
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internal bool PlayfieldShift { get; set; }
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protected override void Update()
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protected override void Update()
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{
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{
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base.Update();
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base.Update();
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@ -55,6 +66,7 @@ namespace osu.Game.Rulesets.Osu.UI
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// Scale = 819.2 / 512
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// Scale = 819.2 / 512
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// Scale = 1.6
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// Scale = 1.6
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Scale = new Vector2(Parent.ChildSize.X / OsuPlayfield.BASE_SIZE.X);
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Scale = new Vector2(Parent.ChildSize.X / OsuPlayfield.BASE_SIZE.X);
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Position = new Vector2(0, (PlayfieldShift ? 8f : 0f) * Scale.X);
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// Size = 0.625
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// Size = 0.625
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Size = Vector2.Divide(Vector2.One, Scale);
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Size = Vector2.Divide(Vector2.One, Scale);
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}
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}
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