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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
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using System ;
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using System.Collections.Generic ;
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using osu.Framework.Allocation ;
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using osu.Framework.Bindables ;
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using osu.Framework.Extensions.IEnumerableExtensions ;
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using osu.Framework.Graphics ;
using osu.Framework.Graphics.Containers ;
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using osu.Framework.Input.Bindings ;
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using osu.Game.Configuration ;
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using osu.Game.Input.Bindings ;
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using osu.Game.Overlays ;
using osu.Game.Overlays.Notifications ;
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using osu.Game.Rulesets.Mods ;
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using osu.Game.Rulesets.Scoring ;
using osu.Game.Rulesets.UI ;
using osu.Game.Screens.Play.HUD ;
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using osuTK ;
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namespace osu.Game.Screens.Play
{
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[Cached]
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public class HUDOverlay : Container , IKeyBindingHandler < GlobalAction >
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{
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public const float FADE_DURATION = 400 ;
public const Easing FADE_EASING = Easing . Out ;
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/// <summary>
/// The total height of all the top of screen scoring elements.
/// </summary>
public float TopScoringElementsHeight { get ; private set ; }
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public readonly KeyCounterDisplay KeyCounter ;
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public readonly SkinnableComboCounter ComboCounter ;
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public readonly SkinnableScoreCounter ScoreCounter ;
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public readonly SkinnableAccuracyCounter AccuracyCounter ;
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public readonly SkinnableHealthDisplay HealthDisplay ;
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public readonly SongProgress Progress ;
public readonly ModDisplay ModDisplay ;
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public readonly HitErrorDisplay HitErrorDisplay ;
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public readonly HoldForMenuButton HoldToQuit ;
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public readonly PlayerSettingsOverlay PlayerSettingsOverlay ;
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public readonly FailingLayer FailingLayer ;
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public Bindable < bool > ShowHealthbar = new Bindable < bool > ( true ) ;
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private readonly ScoreProcessor scoreProcessor ;
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private readonly HealthProcessor healthProcessor ;
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private readonly DrawableRuleset drawableRuleset ;
private readonly IReadOnlyList < Mod > mods ;
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/// <summary>
/// Whether the elements that can optionally be hidden should be visible.
/// </summary>
public Bindable < bool > ShowHud { get ; } = new BindableBool ( ) ;
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private Bindable < HUDVisibilityMode > configVisibilityMode ;
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private readonly Container visibilityContainer ;
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private readonly BindableBool replayLoaded = new BindableBool ( ) ;
private static bool hasShownNotificationOnce ;
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public Action < double > RequestSeek ;
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private readonly FillFlowContainer bottomRightElements ;
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private readonly FillFlowContainer topRightElements ;
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internal readonly IBindable < bool > IsBreakTime = new Bindable < bool > ( ) ;
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private bool holdingForHUD ;
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private IEnumerable < Drawable > hideTargets = > new Drawable [ ] { visibilityContainer , KeyCounter } ;
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public HUDOverlay ( ScoreProcessor scoreProcessor , HealthProcessor healthProcessor , DrawableRuleset drawableRuleset , IReadOnlyList < Mod > mods )
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{
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this . scoreProcessor = scoreProcessor ;
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this . healthProcessor = healthProcessor ;
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this . drawableRuleset = drawableRuleset ;
this . mods = mods ;
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RelativeSizeAxes = Axes . Both ;
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Children = new Drawable [ ]
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{
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FailingLayer = CreateFailingLayer ( ) ,
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visibilityContainer = new Container
{
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RelativeSizeAxes = Axes . Both ,
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Child = new GridContainer
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{
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RelativeSizeAxes = Axes . Both ,
Content = new [ ]
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{
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new Drawable [ ]
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{
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new Container
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{
RelativeSizeAxes = Axes . Both ,
Children = new Drawable [ ]
{
HealthDisplay = CreateHealthDisplay ( ) ,
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AccuracyCounter = CreateAccuracyCounter ( ) ,
ScoreCounter = CreateScoreCounter ( ) ,
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ComboCounter = CreateComboCounter ( ) ,
HitErrorDisplay = CreateHitErrorDisplayOverlay ( ) ,
}
} ,
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} ,
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new Drawable [ ]
{
Progress = CreateProgress ( ) ,
}
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} ,
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RowDimensions = new [ ]
{
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new Dimension ( ) ,
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new Dimension ( GridSizeMode . AutoSize )
}
} ,
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} ,
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topRightElements = new FillFlowContainer
{
Anchor = Anchor . TopRight ,
Origin = Anchor . TopRight ,
Margin = new MarginPadding ( 10 ) ,
Spacing = new Vector2 ( 10 ) ,
AutoSizeAxes = Axes . Both ,
Direction = FillDirection . Vertical ,
Children = new Drawable [ ]
{
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ModDisplay = CreateModsContainer ( ) ,
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PlayerSettingsOverlay = CreatePlayerSettingsOverlay ( ) ,
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}
} ,
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bottomRightElements = new FillFlowContainer
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{
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Anchor = Anchor . BottomRight ,
Origin = Anchor . BottomRight ,
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Margin = new MarginPadding ( 10 ) ,
Spacing = new Vector2 ( 10 ) ,
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AutoSizeAxes = Axes . Both ,
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LayoutDuration = FADE_DURATION / 2 ,
LayoutEasing = FADE_EASING ,
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Direction = FillDirection . Vertical ,
Children = new Drawable [ ]
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{
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KeyCounter = CreateKeyCounter ( ) ,
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HoldToQuit = CreateHoldForMenuButton ( ) ,
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}
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}
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} ;
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}
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[BackgroundDependencyLoader(true)]
private void load ( OsuConfigManager config , NotificationOverlay notificationOverlay )
{
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if ( scoreProcessor ! = null )
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BindScoreProcessor ( scoreProcessor ) ;
if ( healthProcessor ! = null )
BindHealthProcessor ( healthProcessor ) ;
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if ( drawableRuleset ! = null )
{
BindDrawableRuleset ( drawableRuleset ) ;
Progress . Objects = drawableRuleset . Objects ;
Progress . RequestSeek = time = > RequestSeek ( time ) ;
Progress . ReferenceClock = drawableRuleset . FrameStableClock ;
}
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ModDisplay . Current . Value = mods ;
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configVisibilityMode = config . GetBindable < HUDVisibilityMode > ( OsuSetting . HUDVisibilityMode ) ;
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if ( configVisibilityMode . Value = = HUDVisibilityMode . Never & & ! hasShownNotificationOnce )
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{
hasShownNotificationOnce = true ;
notificationOverlay ? . Post ( new SimpleNotification
{
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Text = $"The score overlay is currently disabled. You can toggle this by pressing {config.LookupKeyBindings(GlobalAction.ToggleInGameInterface)}."
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} ) ;
}
// start all elements hidden
hideTargets . ForEach ( d = > d . Hide ( ) ) ;
}
public override void Hide ( ) = > throw new InvalidOperationException ( $"{nameof(HUDOverlay)} should not be hidden as it will remove the ability of a user to quit. Use {nameof(ShowHud)} instead." ) ;
protected override void LoadComplete ( )
{
base . LoadComplete ( ) ;
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ShowHealthbar . BindValueChanged ( healthBar = > HealthDisplay . FadeTo ( healthBar . NewValue ? 1 : 0 , FADE_DURATION , FADE_EASING ) , true ) ;
ShowHud . BindValueChanged ( visible = > hideTargets . ForEach ( d = > d . FadeTo ( visible . NewValue ? 1 : 0 , FADE_DURATION , FADE_EASING ) ) ) ;
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IsBreakTime . BindValueChanged ( _ = > updateVisibility ( ) ) ;
configVisibilityMode . BindValueChanged ( _ = > updateVisibility ( ) , true ) ;
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replayLoaded . BindValueChanged ( replayLoadedValueChanged , true ) ;
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}
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protected override void Update ( )
{
base . Update ( ) ;
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// HACK: for now align with the accuracy counter.
// this is done for the sake of hacky legacy skins which extend the health bar to take up the full screen area.
// it only works with the default skin due to padding offsetting it *just enough* to coexist.
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topRightElements . Y = TopScoringElementsHeight = ToLocalSpace ( AccuracyCounter . Drawable . ScreenSpaceDrawQuad . BottomRight ) . Y ;
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bottomRightElements . Y = - Progress . Height ;
}
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private void updateVisibility ( )
{
if ( ShowHud . Disabled )
return ;
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if ( holdingForHUD )
{
ShowHud . Value = true ;
return ;
}
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switch ( configVisibilityMode . Value )
{
case HUDVisibilityMode . Never :
ShowHud . Value = false ;
break ;
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case HUDVisibilityMode . HideDuringGameplay :
// always show during replay as we want the seek bar to be visible.
ShowHud . Value = replayLoaded . Value | | IsBreakTime . Value ;
break ;
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case HUDVisibilityMode . Always :
ShowHud . Value = true ;
break ;
}
}
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private void replayLoadedValueChanged ( ValueChangedEvent < bool > e )
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{
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PlayerSettingsOverlay . ReplayLoaded = e . NewValue ;
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if ( e . NewValue )
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{
PlayerSettingsOverlay . Show ( ) ;
ModDisplay . FadeIn ( 200 ) ;
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KeyCounter . Margin = new MarginPadding ( 10 ) { Bottom = 30 } ;
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}
else
{
PlayerSettingsOverlay . Hide ( ) ;
ModDisplay . Delay ( 2000 ) . FadeOut ( 200 ) ;
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KeyCounter . Margin = new MarginPadding ( 10 ) ;
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}
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updateVisibility ( ) ;
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}
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protected virtual void BindDrawableRuleset ( DrawableRuleset drawableRuleset )
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{
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( drawableRuleset as ICanAttachKeyCounter ) ? . Attach ( KeyCounter ) ;
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replayLoaded . BindTo ( drawableRuleset . HasReplayLoaded ) ;
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Progress . BindDrawableRuleset ( drawableRuleset ) ;
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}
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protected virtual SkinnableAccuracyCounter CreateAccuracyCounter ( ) = > new SkinnableAccuracyCounter ( ) ;
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protected virtual SkinnableScoreCounter CreateScoreCounter ( ) = > new SkinnableScoreCounter ( ) ;
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protected virtual SkinnableComboCounter CreateComboCounter ( ) = > new SkinnableComboCounter ( ) ;
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protected virtual SkinnableHealthDisplay CreateHealthDisplay ( ) = > new SkinnableHealthDisplay ( ) ;
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protected virtual FailingLayer CreateFailingLayer ( ) = > new FailingLayer
{
ShowHealth = { BindTarget = ShowHealthbar }
} ;
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protected virtual KeyCounterDisplay CreateKeyCounter ( ) = > new KeyCounterDisplay
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{
Anchor = Anchor . BottomRight ,
Origin = Anchor . BottomRight ,
} ;
protected virtual SongProgress CreateProgress ( ) = > new SongProgress
{
Anchor = Anchor . BottomLeft ,
Origin = Anchor . BottomLeft ,
RelativeSizeAxes = Axes . X ,
} ;
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protected virtual HoldForMenuButton CreateHoldForMenuButton ( ) = > new HoldForMenuButton
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{
Anchor = Anchor . BottomRight ,
Origin = Anchor . BottomRight ,
} ;
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protected virtual ModDisplay CreateModsContainer ( ) = > new ModDisplay
{
Anchor = Anchor . TopRight ,
Origin = Anchor . TopRight ,
AutoSizeAxes = Axes . Both ,
} ;
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protected virtual HitErrorDisplay CreateHitErrorDisplayOverlay ( ) = > new HitErrorDisplay ( scoreProcessor , drawableRuleset ? . FirstAvailableHitWindows ) ;
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protected virtual PlayerSettingsOverlay CreatePlayerSettingsOverlay ( ) = > new PlayerSettingsOverlay ( ) ;
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protected virtual void BindScoreProcessor ( ScoreProcessor processor )
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{
ScoreCounter ? . Current . BindTo ( processor . TotalScore ) ;
AccuracyCounter ? . Current . BindTo ( processor . Accuracy ) ;
ComboCounter ? . Current . BindTo ( processor . Combo ) ;
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if ( HealthDisplay is IHealthDisplay shd )
{
processor . NewJudgement + = judgement = >
{
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if ( judgement . IsHit & & judgement . Type ! = HitResult . IgnoreHit )
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shd . Flash ( judgement ) ;
} ;
}
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}
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protected virtual void BindHealthProcessor ( HealthProcessor processor )
{
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HealthDisplay ? . BindHealthProcessor ( processor ) ;
FailingLayer ? . BindHealthProcessor ( processor ) ;
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}
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public bool OnPressed ( GlobalAction action )
{
switch ( action )
{
case GlobalAction . HoldForHUD :
holdingForHUD = true ;
updateVisibility ( ) ;
return true ;
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case GlobalAction . ToggleInGameInterface :
switch ( configVisibilityMode . Value )
{
case HUDVisibilityMode . Never :
configVisibilityMode . Value = HUDVisibilityMode . HideDuringGameplay ;
break ;
case HUDVisibilityMode . HideDuringGameplay :
configVisibilityMode . Value = HUDVisibilityMode . Always ;
break ;
case HUDVisibilityMode . Always :
configVisibilityMode . Value = HUDVisibilityMode . Never ;
break ;
}
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return true ;
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}
return false ;
}
public void OnReleased ( GlobalAction action )
{
switch ( action )
{
case GlobalAction . HoldForHUD :
holdingForHUD = false ;
updateVisibility ( ) ;
break ;
}
}
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}
}