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Tweak velocity a bit more (and simplify in multiple places)
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parent
2f16174d3d
commit
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@ -322,18 +322,10 @@ namespace osu.Game.Screens.Menu
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.FadeTo(visualizer_default_alpha, beatLength);
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}
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if (amplitudes.Maximum > 0.3f)
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this.Delay(early_activation).Schedule(() =>
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{
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this.Delay(early_activation / 2).Schedule(() =>
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{
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triangles.Velocity = (float)Interpolation.Damp(
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triangles.Velocity,
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triangles_paused_velocity * (effectPoint.KiaiMode ? 6 : 2) + amplitudeAdjust * (effectPoint.KiaiMode ? 8 : 4),
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0.3f,
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Time.Elapsed
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);
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});
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}
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triangles.Velocity += amplitudeAdjust * (effectPoint.KiaiMode ? 6 : 3);
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});
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}
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public void PlayIntro()
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@ -361,7 +353,7 @@ namespace osu.Game.Screens.Menu
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float maxAmplitude = lastBeatIndex >= 0 ? musicController.CurrentTrack.CurrentAmplitudes.Maximum : 0;
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logoAmplitudeContainer.Scale = new Vector2((float)Interpolation.Damp(logoAmplitudeContainer.Scale.X, 1 - Math.Max(0, maxAmplitude - scale_adjust_cutoff) * 0.04f, 0.9f, Time.Elapsed));
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triangles.Velocity = (float)Interpolation.Damp(triangles.Velocity, triangles_paused_velocity * (LastEffectPoint.KiaiMode ? 6 : 2), 0.995f, Time.Elapsed);
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triangles.Velocity = (float)Interpolation.Damp(triangles.Velocity, triangles_paused_velocity * (LastEffectPoint.KiaiMode ? 4 : 2), 0.995f, Time.Elapsed);
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}
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else
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{
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