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fix SliderTicks appearing too late
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52c4d22c41
commit
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@ -75,15 +75,9 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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foreach (var tick in s.NestedHitObjects.OfType<SliderTick>())
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{
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var spanStartTime = s.StartTime + tick.SpanIndex * s.SpanDuration;
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var fadeInTime = spanStartTime + (tick.StartTime - spanStartTime) / 2 - (tick.SpanIndex == 0 ? HitObject.TimeFadein : HitObject.TimeFadein / 2);
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var fadeOutTime = spanStartTime + s.SpanDuration;
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var drawableTick = new DrawableSliderTick(tick)
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{
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FadeInTime = fadeInTime,
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FadeOutTime = fadeOutTime,
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Position = tick.Position,
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Position = tick.Position
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};
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ticks.Add(drawableTick);
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@ -1,7 +1,6 @@
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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 System;
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using osu.Framework.Graphics;
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using osu.Game.Rulesets.Objects.Drawables;
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using OpenTK;
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@ -14,10 +13,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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public class DrawableSliderTick : DrawableOsuHitObject
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{
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private readonly SliderTick sliderTick;
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public double FadeInTime;
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public double FadeOutTime;
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private const double anim_duration = 150;
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public bool Tracking;
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@ -25,8 +21,6 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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public DrawableSliderTick(SliderTick sliderTick) : base(sliderTick)
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{
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this.sliderTick = sliderTick;
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Size = new Vector2(16) * sliderTick.Scale;
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Masking = true;
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@ -56,13 +50,11 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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protected override void UpdatePreemptState()
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{
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var animIn = Math.Min(150, sliderTick.StartTime - FadeInTime);
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this.Animate(
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d => d.FadeIn(animIn),
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d => d.ScaleTo(0.5f).ScaleTo(1.2f, animIn)
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d => d.FadeIn(anim_duration),
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d => d.ScaleTo(0.5f).ScaleTo(1.2f, anim_duration / 2)
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).Then(
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d => d.ScaleTo(1, 150, Easing.Out)
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d => d.ScaleTo(1, anim_duration / 2, Easing.Out)
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);
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}
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@ -71,15 +63,15 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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switch (state)
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{
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case ArmedState.Idle:
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this.Delay(FadeOutTime - sliderTick.StartTime).FadeOut();
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this.Delay(HitObject.TimePreempt).FadeOut();
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break;
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case ArmedState.Miss:
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this.FadeOut(160)
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.FadeColour(Color4.Red, 80);
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this.FadeOut(anim_duration)
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.FadeColour(Color4.Red, anim_duration / 2);
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break;
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case ArmedState.Hit:
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this.FadeOut(120, Easing.OutQuint)
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.ScaleTo(Scale * 1.5f, 120, Easing.OutQuint);
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this.FadeOut(anim_duration, Easing.OutQuint)
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.ScaleTo(Scale * 1.5f, anim_duration, Easing.OutQuint);
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break;
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}
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}
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@ -137,6 +137,7 @@ namespace osu.Game.Rulesets.Osu.Objects
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AddNested(new SliderTick
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{
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SpanIndex = span,
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SliderStartTime = StartTime,
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StartTime = spanStartTime + timeProgress * SpanDuration,
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Position = Curve.PositionAt(distanceProgress),
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StackHeight = StackHeight,
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@ -1,10 +1,22 @@
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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.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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namespace osu.Game.Rulesets.Osu.Objects
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{
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public class SliderTick : OsuHitObject
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{
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public int SpanIndex { get; set; }
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public double SliderStartTime { get; set; }
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protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
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{
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base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
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// SliderTicks appear earlier and earlier going further into a Slider.
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TimePreempt = StartTime - ((StartTime - SliderStartTime) / 2 + SliderStartTime - TimeFadein * 0.66f);
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}
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}
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}
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