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Adjust things to be closer to stable (but not close enough yet)
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@ -14,6 +14,7 @@ using osuTK;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Extensions.ObjectExtensions;
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using System;
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using System;
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using System.Globalization;
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namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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{
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{
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@ -39,7 +40,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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}
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}
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[BackgroundDependencyLoader]
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[BackgroundDependencyLoader]
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private void load(DrawableHitObject hitObject, ISkinSource skin, SkinManager skinManager)
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private void load(DrawableHitObject hitObject, ISkinSource skin)
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{
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{
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Children = new Drawable[]
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Children = new Drawable[]
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{
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{
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@ -54,7 +55,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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{
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{
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Anchor = Anchor.Centre,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Origin = Anchor.Centre,
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Position = new Vector2(200f, 100f),
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Position = new Vector2(250f, 100f), // ballparked to be horizontally centred on 4:3 resolution
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Children = new Drawable[]
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Children = new Drawable[]
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{
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{
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@ -109,14 +110,14 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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private void animateSwellProgress(int numHits, int requiredHits)
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private void animateSwellProgress(int numHits, int requiredHits)
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{
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{
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int remainingHits = requiredHits - numHits;
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int remainingHits = requiredHits - numHits;
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remainingHitsText.Text = remainingHits.ToString();
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remainingHitsText.Text = remainingHits.ToString(CultureInfo.InvariantCulture);
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remainingHitsText.ScaleTo(1.6f - (0.6f * ((float)remainingHits / requiredHits)), 60, Easing.OutQuad);
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remainingHitsText.ScaleTo(1.6f - (0.6f * ((float)remainingHits / requiredHits)), 60, Easing.Out);
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spinnerCircle.ClearTransforms();
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spinnerCircle.ClearTransforms();
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spinnerCircle
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spinnerCircle
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.RotateTo(180f * numHits, 1000, Easing.OutQuint)
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.RotateTo(180f * numHits, 1000, Easing.OutQuint)
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.ScaleTo(Math.Min(0.94f, spinnerCircle.Scale.X + 0.02f))
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.ScaleTo(Math.Min(0.94f, spinnerCircle.Scale.X + 0.02f))
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.ScaleTo(0.8f, 400, Easing.OutQuad);
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.ScaleTo(0.8f, 400, Easing.Out);
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}
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}
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private void updateStateTransforms(DrawableHitObject drawableHitObject, ArmedState state)
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private void updateStateTransforms(DrawableHitObject drawableHitObject, ArmedState state)
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@ -134,7 +135,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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samplePlayed = false;
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samplePlayed = false;
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}
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}
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const double body_transition_duration = 100;
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const double body_transition_duration = 200;
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warning.FadeOut(body_transition_duration);
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warning.FadeOut(body_transition_duration);
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bodyContainer.FadeIn(body_transition_duration);
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bodyContainer.FadeIn(body_transition_duration);
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@ -146,9 +147,8 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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const double clear_transition_duration = 300;
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const double clear_transition_duration = 300;
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const double clear_fade_in = 120;
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const double clear_fade_in = 120;
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bodyContainer
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bodyContainer.FadeOut(clear_transition_duration, Easing.OutQuad);
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.FadeOut(clear_transition_duration, Easing.OutQuad)
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spinnerCircle.ScaleTo(spinnerCircle.Scale.X + 0.05f, clear_transition_duration, Easing.OutQuad);
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.ScaleTo(1.05f, clear_transition_duration, Easing.OutQuad);
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if (state == ArmedState.Hit)
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if (state == ArmedState.Hit)
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{
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{
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@ -159,11 +159,11 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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}
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}
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clearAnimation
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clearAnimation
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.FadeIn(clear_fade_in)
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.MoveTo(new Vector2(0, 0))
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.MoveTo(new Vector2(0, 0))
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.MoveTo(new Vector2(0, -90), clear_fade_in * 2, Easing.Out)
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.ScaleTo(0.4f)
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.ScaleTo(0.4f)
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.MoveTo(new Vector2(0, -90), clear_fade_in * 2, Easing.OutQuad)
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.ScaleTo(1f, clear_fade_in * 2, Easing.Out)
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.ScaleTo(1f, clear_fade_in * 2, Easing.Out)
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.FadeIn(clear_fade_in)
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.Delay(clear_fade_in * 3)
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.Delay(clear_fade_in * 3)
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.FadeOut(clear_fade_in * 2.5);
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.FadeOut(clear_fade_in * 2.5);
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}
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}
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