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Add catch-specific combo counter with its legacy design
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139
osu.Game.Rulesets.Catch/Skinning/LegacyComboCounter.cs
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139
osu.Game.Rulesets.Catch/Skinning/LegacyComboCounter.cs
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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 System;
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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.Game.Graphics.Sprites;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Rulesets.Catch.UI;
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using osu.Game.Screens.Play;
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using osu.Game.Skinning;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Catch.Skinning
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{
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internal class LegacyComboCounter : CompositeDrawable, ICatchComboCounter
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{
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private readonly ISkin skin;
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private readonly string fontName;
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private readonly float fontOverlap;
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private readonly LegacyRollingCounter counter;
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private LegacyRollingCounter lastExplosion;
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public LegacyComboCounter(ISkin skin, string fontName, float fontOverlap)
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{
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this.skin = skin;
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this.fontName = fontName;
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this.fontOverlap = fontOverlap;
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AutoSizeAxes = Axes.Both;
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Alpha = 0f;
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Anchor = Anchor.Centre;
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Origin = Anchor.Centre;
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Scale = new Vector2(0.8f);
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InternalChild = counter = new LegacyRollingCounter(skin, fontName, fontOverlap)
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{
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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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public void DisplayInitialCombo(int combo) => updateCombo(combo, null, true);
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public void UpdateCombo(int combo, Color4? hitObjectColour) => updateCombo(combo, hitObjectColour, false);
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private void updateCombo(int combo, Color4? hitObjectColour, bool immediate)
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{
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// Combo fell to zero, roll down and fade out the counter.
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if (combo == 0)
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{
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counter.Current.Value = 0;
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if (lastExplosion != null)
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lastExplosion.Current.Value = 0;
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this.FadeOut(immediate ? 0.0 : 400.0, Easing.Out);
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return;
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}
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// There may still be previous transforms being applied, finish them and remove explosion.
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FinishTransforms(true);
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if (lastExplosion != null)
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RemoveInternal(lastExplosion);
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this.FadeIn().Delay(1000.0).FadeOut(300.0);
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// For simplicity, in the case of rewinding we'll just set the counter to the current combo value.
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immediate |= Time.Elapsed < 0;
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if (immediate)
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{
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counter.SetCountWithoutRolling(combo);
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return;
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}
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counter.ScaleTo(1.5f).ScaleTo(0.8f, 250.0, Easing.Out)
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.OnComplete(c => c.SetCountWithoutRolling(combo));
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counter.Delay(250.0).ScaleTo(1f).ScaleTo(1.1f, 60.0).Then().ScaleTo(1f, 30.0);
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var explosion = new LegacyRollingCounter(skin, fontName, fontOverlap)
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{
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Alpha = 0.65f,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Scale = new Vector2(1.5f),
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Colour = hitObjectColour ?? Color4.White,
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Depth = 1f,
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};
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AddInternal(explosion);
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explosion.SetCountWithoutRolling(combo);
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explosion.ScaleTo(1.9f, 400.0, Easing.Out)
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.FadeOut(400.0)
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.Expire(true);
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lastExplosion = explosion;
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}
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private class LegacyRollingCounter : RollingCounter<int>
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{
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private readonly ISkin skin;
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private readonly string fontName;
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private readonly float fontOverlap;
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protected override bool IsRollingProportional => true;
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public LegacyRollingCounter(ISkin skin, string fontName, float fontOverlap)
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{
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this.skin = skin;
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this.fontName = fontName;
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this.fontOverlap = fontOverlap;
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}
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public override void Increment(int amount) => Current.Value += amount;
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protected override double GetProportionalDuration(int currentValue, int newValue)
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{
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return Math.Abs(newValue - currentValue) * 75.0;
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}
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protected override OsuSpriteText CreateSpriteText()
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{
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return new LegacySpriteText(skin, fontName)
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{
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Spacing = new Vector2(-fontOverlap, 0f)
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};
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}
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}
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}
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}
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59
osu.Game.Rulesets.Catch/UI/CatchComboDisplay.cs
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59
osu.Game.Rulesets.Catch/UI/CatchComboDisplay.cs
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@ -0,0 +1,59 @@
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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 JetBrains.Annotations;
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using osu.Game.Rulesets.Catch.Objects.Drawables;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Skinning;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Catch.UI
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{
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public class CatchComboDisplay : SkinnableDrawable
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{
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private int currentCombo;
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[CanBeNull]
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public ICatchComboCounter ComboCounter => Drawable as ICatchComboCounter;
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public CatchComboDisplay()
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: base(new CatchSkinComponent(CatchSkinComponents.CatchComboCounter), _ => Empty())
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{
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}
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protected override void SkinChanged(ISkinSource skin, bool allowFallback)
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{
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base.SkinChanged(skin, allowFallback);
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ComboCounter?.DisplayInitialCombo(currentCombo);
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}
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public void OnNewResult(DrawableCatchHitObject judgedObject, JudgementResult result)
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{
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if (!result.Judgement.AffectsCombo || !result.HasResult)
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return;
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if (result.Type == HitResult.Miss)
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{
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updateCombo(0, null);
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return;
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}
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updateCombo(result.ComboAtJudgement + 1, judgedObject.AccentColour.Value);
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}
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public void OnRevertResult(DrawableCatchHitObject judgedObject, JudgementResult result)
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{
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if (!result.Judgement.AffectsCombo || !result.HasResult)
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return;
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updateCombo(result.ComboAtJudgement, judgedObject.AccentColour.Value);
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}
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private void updateCombo(int newCombo, Color4? hitObjectColour)
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{
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currentCombo = newCombo;
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ComboCounter?.UpdateCombo(newCombo, hitObjectColour);
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}
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}
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}
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@ -28,6 +28,7 @@ namespace osu.Game.Rulesets.Catch.UI
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public const float CENTER_X = WIDTH / 2;
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public const float CENTER_X = WIDTH / 2;
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internal readonly CatcherArea CatcherArea;
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internal readonly CatcherArea CatcherArea;
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private readonly CatchComboDisplay comboDisplay;
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) =>
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) =>
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// only check the X position; handle all vertical space.
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// only check the X position; handle all vertical space.
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Origin = Anchor.TopLeft,
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Origin = Anchor.TopLeft,
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};
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};
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comboDisplay = new CatchComboDisplay
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{
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AutoSizeAxes = Axes.Both,
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RelativeSizeAxes = Axes.None,
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.Centre,
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Y = 30f,
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};
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InternalChildren = new[]
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InternalChildren = new[]
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{
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{
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explodingFruitContainer,
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explodingFruitContainer,
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CatcherArea.MovableCatcher.CreateProxiedContent(),
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CatcherArea.MovableCatcher.CreateProxiedContent(),
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HitObjectContainer,
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HitObjectContainer,
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CatcherArea
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CatcherArea,
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comboDisplay,
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};
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};
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}
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}
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public override void Add(DrawableHitObject h)
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public override void Add(DrawableHitObject h)
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{
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{
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h.OnNewResult += onNewResult;
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h.OnNewResult += onNewResult;
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h.OnRevertResult += onRevertResult;
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base.Add(h);
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base.Add(h);
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@ -69,7 +81,23 @@ namespace osu.Game.Rulesets.Catch.UI
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fruit.CheckPosition = CheckIfWeCanCatch;
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fruit.CheckPosition = CheckIfWeCanCatch;
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}
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}
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protected override void Update()
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{
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base.Update();
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comboDisplay.X = CatcherArea.MovableCatcher.X;
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}
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private void onNewResult(DrawableHitObject judgedObject, JudgementResult result)
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private void onNewResult(DrawableHitObject judgedObject, JudgementResult result)
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=> CatcherArea.OnResult((DrawableCatchHitObject)judgedObject, result);
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{
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var catchObject = (DrawableCatchHitObject)judgedObject;
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CatcherArea.OnResult(catchObject, result);
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comboDisplay.OnNewResult(catchObject, result);
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}
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private void onRevertResult(DrawableHitObject judgedObject, JudgementResult result)
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{
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comboDisplay.OnRevertResult((DrawableCatchHitObject)judgedObject, result);
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}
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}
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}
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}
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}
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34
osu.Game.Rulesets.Catch/UI/ICatchComboCounter.cs
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osu.Game.Rulesets.Catch/UI/ICatchComboCounter.cs
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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.Graphics;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Catch.UI
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{
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/// <summary>
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/// An interface providing a set of methods to update the combo counter.
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/// </summary>
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public interface ICatchComboCounter : IDrawable
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{
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/// <summary>
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/// Updates the counter to display the provided <paramref name="combo"/> as initial value.
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/// The value should be immediately displayed without any animation.
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/// </summary>
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/// <remarks>
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/// This is required for when instantiating a combo counter in middle of accumulating combo (via skin change).
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/// </remarks>
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/// <param name="combo">The combo value to be displayed as initial.</param>
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void DisplayInitialCombo(int combo);
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/// <summary>
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/// Updates the counter to animate a transition from the old combo value it had to the current provided one.
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/// </summary>
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/// <remarks>
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/// This is called regardless of whether the clock is rewinding.
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/// </remarks>
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/// <param name="combo">The new combo value.</param>
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/// <param name="hitObjectColour">The colour of the object if hit, null on miss.</param>
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void UpdateCombo(int combo, Color4? hitObjectColour);
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}
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}
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