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Simplify and reformat rewind/transform logic
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@ -54,16 +54,14 @@ namespace osu.Game.Rulesets.Catch.Skinning
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public void UpdateCombo(int combo, Color4? hitObjectColour = null)
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{
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bool immediate = Time.Elapsed < 0;
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if (combo == lastDisplayedCombo)
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return;
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lastDisplayedCombo = combo;
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// There may still be existing transforms to the counter (including value change after 250ms),
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// finish them immediately before new transforms.
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counter.FinishTransforms();
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counter.SetCountWithoutRolling(lastDisplayedCombo);
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lastDisplayedCombo = combo;
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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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@ -71,31 +69,27 @@ namespace osu.Game.Rulesets.Catch.Skinning
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counter.Current.Value = 0;
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explosion.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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this.FadeOut(400, Easing.Out);
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}
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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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else
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{
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counter.SetCountWithoutRolling(combo);
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return;
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}
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this.FadeInFromZero().Delay(1000).FadeOut(300);
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counter.ScaleTo(1.5f).ScaleTo(0.8f, 250, Easing.Out)
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counter.ScaleTo(1.5f)
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.ScaleTo(0.8f, 250, Easing.Out)
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.OnComplete(c => c.SetCountWithoutRolling(combo));
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counter.Delay(250).ScaleTo(1f).ScaleTo(1.1f, 60).Then().ScaleTo(1f, 30);
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counter.Delay(250)
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.ScaleTo(1f)
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.ScaleTo(1.1f, 60).Then().ScaleTo(1f, 30);
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explosion.Colour = hitObjectColour ?? Color4.White;
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explosion.SetCountWithoutRolling(combo);
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explosion.ScaleTo(1.5f).ScaleTo(1.9f, 400, Easing.Out)
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explosion.ScaleTo(1.5f)
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.ScaleTo(1.9f, 400, Easing.Out)
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.FadeOutFromOne(400);
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}
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}
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}
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}
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@ -50,12 +50,6 @@ namespace osu.Game.Rulesets.Catch.UI
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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(result.ComboAtJudgement, null);
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return;
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}
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updateCombo(result.ComboAtJudgement, judgedObject.AccentColour.Value);
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}
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