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Adjust argon hit lighting further
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@ -151,10 +151,6 @@ namespace osu.Game.Rulesets.Osu.Skinning.Argon
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const float shrink_size = 0.8f;
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// When the user has hit lighting disabled, we won't be showing the bright white flash.
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// To make things look good, the surrounding animations are also slightly adjusted.
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bool showFlash = configHitLighting.Value;
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// Animating with the number present is distracting.
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// The number disappearing is hidden by the bright flash.
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number.FadeOut(flash_in_duration / 2);
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@ -186,25 +182,28 @@ namespace osu.Game.Rulesets.Osu.Skinning.Argon
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{
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outerGradient.ResizeTo(OUTER_GRADIENT_SIZE * shrink_size, resize_duration, Easing.OutElasticHalf);
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if (showFlash)
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{
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outerGradient
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.FadeColour(Color4.White, 80)
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.Then()
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.FadeOut(flash_in_duration);
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}
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else
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{
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outerGradient
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.FadeColour(Color4.White, flash_in_duration * 8)
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.FadeOut(flash_in_duration * 2);
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}
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outerGradient
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.FadeColour(Color4.White, 80)
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.Then()
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.FadeOut(flash_in_duration);
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}
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if (showFlash)
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if (configHitLighting.Value)
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{
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flash.HitLighting = true;
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flash.FadeTo(1, flash_in_duration, Easing.OutQuint);
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this.FadeOut(showFlash ? fade_out_time : fade_out_time / 2, Easing.OutQuad);
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this.FadeOut(fade_out_time, Easing.OutQuad);
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}
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else
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{
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flash.HitLighting = false;
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flash.FadeTo(1, flash_in_duration, Easing.OutQuint)
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.Then()
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.FadeOut(flash_in_duration, Easing.OutQuint);
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this.FadeOut(fade_out_time * 0.8f, Easing.OutQuad);
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}
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break;
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}
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@ -236,6 +235,8 @@ namespace osu.Game.Rulesets.Osu.Skinning.Argon
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Child.AlwaysPresent = true;
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}
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public bool HitLighting { get; set; }
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protected override void Update()
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{
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base.Update();
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@ -244,7 +245,7 @@ namespace osu.Game.Rulesets.Osu.Skinning.Argon
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{
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Type = EdgeEffectType.Glow,
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Colour = Colour,
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Radius = OsuHitObject.OBJECT_RADIUS * 1.2f,
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Radius = OsuHitObject.OBJECT_RADIUS * (HitLighting ? 1.2f : 0.6f),
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};
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}
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}
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