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Add support for skinned hits
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@ -11,6 +11,7 @@ using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.Taiko.Objects.Drawables;
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using osu.Game.Rulesets.Taiko.Skinning;
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namespace osu.Game.Rulesets.Taiko.Tests
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{
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@ -22,6 +23,7 @@ namespace osu.Game.Rulesets.Taiko.Tests
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typeof(DrawableHit),
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typeof(DrawableCentreHit),
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typeof(DrawableRimHit),
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typeof(LegacyHit),
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}).ToList();
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[BackgroundDependencyLoader]
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62
osu.Game.Rulesets.Taiko/Skinning/LegacyHit.cs
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62
osu.Game.Rulesets.Taiko/Skinning/LegacyHit.cs
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@ -0,0 +1,62 @@
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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.Framework.Allocation;
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using osu.Framework.Graphics;
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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.Graphics;
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namespace osu.Game.Rulesets.Taiko.Skinning
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{
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public class LegacyHit : CompositeDrawable, IHasAccentColour
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{
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private readonly TaikoSkinComponents component;
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private Drawable backgroundLayer;
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public LegacyHit(TaikoSkinComponents component)
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{
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this.component = component;
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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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{
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backgroundLayer = skin.GetAnimation("taikohitcircle", true, false),
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skin.GetAnimation("taikohitcircleoverlay", true, false),
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};
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// animations in taiko skins are used in a custom way (>150 combo and animating in time with beat).
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// for now just stop at first frame for sanity.
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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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AccentColour = component == TaikoSkinComponents.CentreHit
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? new Color4(235, 69, 44, 255)
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: new Color4(67, 142, 172, 255);
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}
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private Color4 accentColour;
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public Color4 AccentColour
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{
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get => accentColour;
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set
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{
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if (value == accentColour)
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return;
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backgroundLayer.Colour = accentColour = value;
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}
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}
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}
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}
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@ -32,6 +32,14 @@ namespace osu.Game.Rulesets.Taiko.Skinning
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return new LegacyInputDrum();
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return null;
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case TaikoSkinComponents.CentreHit:
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case TaikoSkinComponents.RimHit:
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if (GetTexture("taikohitcircle") != null)
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return new LegacyHit(taikoComponent.Component);
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return null;
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}
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return source.GetDrawableComponent(component);
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