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Adjust difficulty multiplier scale transition on mod overlay
The previous transition was supposed to be a center-anchored elastic scale-in, but this didn't work as intended - because the multiplier ended up inside of an auto-sized right-aligned container, the animation itself would end up being anchored right. Attempts to remove the scale transition resulted in a rather jarring-looking result, so swap out the elastic scale-in for a sweep-in effect from the top, to match the header and avoid introducing too many directions of movement. Delay values tweaked "to taste" - can be adjusted further if there is an alternative set of values that feels better.
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@ -428,9 +428,9 @@ namespace osu.Game.Overlays.Mods
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base.PopIn();
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base.PopIn();
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multiplierDisplay?
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multiplierDisplay?
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.Delay(fade_in_duration * 0.65f)
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.Delay(fade_in_duration / 5)
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.FadeIn(fade_in_duration / 2, Easing.OutQuint)
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.FadeIn(fade_in_duration, Easing.OutQuint)
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.ScaleTo(1, fade_in_duration, Easing.OutElastic);
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.MoveToY(0, fade_in_duration, Easing.OutQuint);
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int nonFilteredColumnCount = 0;
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int nonFilteredColumnCount = 0;
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@ -465,7 +465,7 @@ namespace osu.Game.Overlays.Mods
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multiplierDisplay?
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multiplierDisplay?
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.FadeOut(fade_out_duration / 2, Easing.OutQuint)
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.FadeOut(fade_out_duration / 2, Easing.OutQuint)
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.ScaleTo(0.75f, fade_out_duration, Easing.OutQuint);
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.MoveToY(-distance, fade_out_duration / 2, Easing.OutQuint);
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int nonFilteredColumnCount = 0;
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int nonFilteredColumnCount = 0;
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