2018-04-13 09:19:50 +00:00
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Shapes;
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using osu.Game.Rulesets.Taiko.Objects;
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using OpenTK;
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using OpenTK.Graphics;
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using osu.Game.Rulesets.Taiko.Judgements;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Extensions.Color4Extensions;
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using System.Linq;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Taiko.Objects.Drawables;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.UI;
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using osu.Game.Rulesets.UI.Scrolling;
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namespace osu.Game.Rulesets.Taiko.UI
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{
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public class TaikoPlayfield : ScrollingPlayfield
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{
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/// <summary>
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/// Default height of a <see cref="TaikoPlayfield"/> when inside a <see cref="TaikoRulesetContainer"/>.
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/// </summary>
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public const float DEFAULT_HEIGHT = 178;
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/// <summary>
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/// The offset from <see cref="left_area_size"/> which the center of the hit target lies at.
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/// </summary>
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public const float HIT_TARGET_OFFSET = 100;
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/// <summary>
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/// The size of the left area of the playfield. This area contains the input drum.
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/// </summary>
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private const float left_area_size = 240;
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protected override bool UserScrollSpeedAdjustment => false;
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private readonly Container<HitExplosion> hitExplosionContainer;
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private readonly Container<KiaiHitExplosion> kiaiExplosionContainer;
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private readonly JudgementContainer<DrawableTaikoJudgement> judgementContainer;
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protected override Container<Drawable> Content => content;
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private readonly Container content;
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private readonly Container topLevelHitContainer;
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private readonly Container barlineContainer;
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private readonly Container overlayBackgroundContainer;
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private readonly Container backgroundContainer;
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private readonly Box overlayBackground;
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private readonly Box background;
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public TaikoPlayfield(ControlPointInfo controlPoints)
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: base(ScrollingDirection.Left)
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{
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AddRangeInternal(new Drawable[]
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{
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backgroundContainer = new Container
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{
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Name = "Transparent playfield background",
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RelativeSizeAxes = Axes.Both,
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Masking = true,
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EdgeEffect = new EdgeEffectParameters
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{
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Type = EdgeEffectType.Shadow,
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Colour = Color4.Black.Opacity(0.2f),
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Radius = 5,
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},
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Children = new Drawable[]
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{
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background = new Box
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{
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RelativeSizeAxes = Axes.Both,
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Alpha = 0.6f
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},
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}
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},
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new Container
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{
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Name = "Right area",
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding { Left = left_area_size },
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Children = new Drawable[]
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{
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new Container
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{
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Name = "Masked elements before hit objects",
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding { Left = HIT_TARGET_OFFSET },
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Masking = true,
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Children = new Drawable[]
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{
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hitExplosionContainer = new Container<HitExplosion>
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{
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RelativeSizeAxes = Axes.Both,
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FillMode = FillMode.Fit,
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Blending = BlendingMode.Additive,
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},
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new HitTarget
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{
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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FillMode = FillMode.Fit
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}
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}
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},
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barlineContainer = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding { Left = HIT_TARGET_OFFSET }
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},
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content = new Container
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{
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Name = "Hit objects",
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding { Left = HIT_TARGET_OFFSET },
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Masking = true
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},
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kiaiExplosionContainer = new Container<KiaiHitExplosion>
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{
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Name = "Kiai hit explosions",
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RelativeSizeAxes = Axes.Both,
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FillMode = FillMode.Fit,
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Margin = new MarginPadding { Left = HIT_TARGET_OFFSET },
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Blending = BlendingMode.Additive
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},
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judgementContainer = new JudgementContainer<DrawableTaikoJudgement>
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{
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Name = "Judgements",
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RelativeSizeAxes = Axes.Y,
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Margin = new MarginPadding { Left = HIT_TARGET_OFFSET },
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Blending = BlendingMode.Additive
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},
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}
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},
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overlayBackgroundContainer = new Container
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{
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Name = "Left overlay",
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RelativeSizeAxes = Axes.Y,
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Size = new Vector2(left_area_size, 1),
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Children = new Drawable[]
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{
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overlayBackground = new Box
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{
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RelativeSizeAxes = Axes.Both,
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},
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new InputDrum(controlPoints)
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{
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Anchor = Anchor.CentreRight,
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Origin = Anchor.CentreRight,
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Scale = new Vector2(0.9f),
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Margin = new MarginPadding { Right = 20 }
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},
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new Box
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{
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Anchor = Anchor.TopRight,
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RelativeSizeAxes = Axes.Y,
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Width = 10,
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Colour = Framework.Graphics.Colour.ColourInfo.GradientHorizontal(Color4.Black.Opacity(0.6f), Color4.Black.Opacity(0)),
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},
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}
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},
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new Container
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{
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Name = "Border",
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RelativeSizeAxes = Axes.Both,
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Masking = true,
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MaskingSmoothness = 0,
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BorderThickness = 2,
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AlwaysPresent = true,
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Children = new[]
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{
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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Alpha = 0,
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AlwaysPresent = true
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}
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}
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},
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topLevelHitContainer = new Container
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{
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Name = "Top level hit objects",
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RelativeSizeAxes = Axes.Both,
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}
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});
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VisibleTimeRange.Value = 6000;
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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overlayBackgroundContainer.BorderColour = colours.Gray0;
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overlayBackground.Colour = colours.Gray1;
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backgroundContainer.BorderColour = colours.Gray1;
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background.Colour = colours.Gray0;
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}
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public override void Add(DrawableHitObject h)
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{
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h.OnJudgement += OnJudgement;
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base.Add(h);
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var barline = h as DrawableBarLine;
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if (barline != null)
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barlineContainer.Add(barline.CreateProxy());
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// Swells should be moved at the very top of the playfield when they reach the hit target
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var swell = h as DrawableSwell;
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if (swell != null)
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swell.OnStart += () => topLevelHitContainer.Add(swell.CreateProxy());
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}
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internal void OnJudgement(DrawableHitObject judgedObject, Judgement judgement)
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{
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if (judgedObject.DisplayJudgement && judgementContainer.FirstOrDefault(j => j.JudgedObject == judgedObject) == null)
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{
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judgementContainer.Add(new DrawableTaikoJudgement(judgement, judgedObject)
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{
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Anchor = judgement.IsHit ? Anchor.TopLeft : Anchor.CentreLeft,
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Origin = judgement.IsHit ? Anchor.BottomCentre : Anchor.Centre,
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RelativePositionAxes = Axes.X,
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X = judgement.IsHit ? judgedObject.Position.X : 0,
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});
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}
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if (!judgement.IsHit)
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return;
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bool isRim = judgedObject.HitObject is RimHit;
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if (judgement is TaikoStrongHitJudgement)
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hitExplosionContainer.Children.FirstOrDefault(e => e.JudgedObject == judgedObject)?.VisualiseSecondHit();
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else
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{
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if (judgedObject.X >= -0.05f && judgedObject is DrawableHit)
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{
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// If we're far enough away from the left stage, we should bring outselves in front of it
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// Todo: The following try-catch is temporary for replay rewinding support
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try
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{
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topLevelHitContainer.Add(judgedObject.CreateProxy());
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}
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catch
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{
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}
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}
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hitExplosionContainer.Add(new HitExplosion(judgedObject, isRim));
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if (judgedObject.HitObject.Kiai)
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kiaiExplosionContainer.Add(new KiaiHitExplosion(judgedObject, isRim));
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}
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}
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}
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}
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