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@ -35,7 +35,7 @@ namespace osu.Game.Rulesets.Catch.UI
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[BackgroundDependencyLoader]
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private void load()
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{
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Overlays.Add(new FaillingLayer());
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Overlays.Add(new FailingLayer());
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}
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protected override ReplayInputHandler CreateReplayInputHandler(Replay replay) => new CatchFramedReplayInputHandler(replay);
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@ -54,7 +54,7 @@ namespace osu.Game.Rulesets.Mania.UI
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Config.BindWith(ManiaRulesetSetting.ScrollTime, TimeRange);
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Overlays.Add(new FaillingLayer());
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Overlays.Add(new FailingLayer());
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}
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/// <summary>
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@ -34,7 +34,7 @@ namespace osu.Game.Rulesets.Osu.UI
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[BackgroundDependencyLoader]
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private void load()
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{
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Overlays.Add(new FaillingLayer());
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Overlays.Add(new FailingLayer());
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}
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true; // always show the gameplay cursor
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@ -10,9 +10,9 @@ using osu.Game.Graphics;
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namespace osu.Game.Screens.Play.HUD
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{
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/// <summary>
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/// An overlay layer on top of the playfield which fades to red when the current player health falls a certain threshold defined by <see cref="LowHealthThreshold"/>.
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/// An overlay layer on top of the playfield which fades to red when the current player health falls below a certain threshold defined by <see cref="LowHealthThreshold"/>.
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/// </summary>
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public class FaillingLayer : HealthDisplay
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public class FailingLayer : HealthDisplay
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{
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private const float max_alpha = 0.4f;
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@ -21,9 +21,9 @@ namespace osu.Game.Screens.Play.HUD
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/// <summary>
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/// The threshold under which the current player life should be considered low and the layer should start fading in.
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/// </summary>
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protected virtual double LowHealthThreshold => 0.20f;
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protected double LowHealthThreshold { get; set; } = 0.20f;
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public FaillingLayer()
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public FailingLayer()
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{
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RelativeSizeAxes = Axes.Both;
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Child = box = new Box
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@ -24,7 +24,7 @@ namespace osu.Game.Screens.Play.HUD
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/// Bind the tracked fields of <see cref="HealthProcessor"/> to this health display.
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/// </summary>
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/// <param name="processor"></param>
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public virtual void BindHealthProcessor(HealthProcessor processor)
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public void BindHealthProcessor(HealthProcessor processor)
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{
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Current.BindTo(processor.Health);
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}
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