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Hiding follow points
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parent
28f78f67b2
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@ -10,6 +10,7 @@ using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Rulesets.UI;
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using osu.Game.Rulesets.Osu.UI;
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namespace osu.Game.Rulesets.Osu.Mods
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{
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@ -29,8 +30,9 @@ namespace osu.Game.Rulesets.Osu.Mods
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{
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var drawableCursor = playfield.Cursor.ActiveCursor;
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// Avoid crowded judgment displays
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// Avoid crowded judgment displays and hide follow points
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playfield.DisplayJudgements.Value = false;
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(playfield as OsuPlayfield)?.ConnectionLayer.Hide();
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// First move objects to new destination, then remove them from movingObjects set if they're too old
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movingObjects.RemoveWhere(d =>
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@ -81,10 +83,8 @@ namespace osu.Game.Rulesets.Osu.Mods
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/*
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* TODOs
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* - remove object timing glitches / artifacts
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* - remove FollowPoints
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* - automate spinners
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* - combine with OsuModRelax (?)
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* - must be some way to make this more effictient
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*
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*/
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}
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@ -20,7 +20,7 @@ namespace osu.Game.Rulesets.Osu.UI
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{
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private readonly ApproachCircleProxyContainer approachCircles;
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private readonly JudgementContainer<DrawableOsuJudgement> judgementLayer;
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private readonly ConnectionRenderer<OsuHitObject> connectionLayer;
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public readonly ConnectionRenderer<OsuHitObject> ConnectionLayer;
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public static readonly Vector2 BASE_SIZE = new Vector2(512, 384);
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@ -30,7 +30,7 @@ namespace osu.Game.Rulesets.Osu.UI
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{
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InternalChildren = new Drawable[]
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{
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connectionLayer = new FollowPointRenderer
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ConnectionLayer = new FollowPointRenderer
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{
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RelativeSizeAxes = Axes.Both,
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Depth = 2,
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@ -81,7 +81,7 @@ namespace osu.Game.Rulesets.Osu.UI
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public override void PostProcess()
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{
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connectionLayer.HitObjects = HitObjectContainer.Objects.Select(d => d.HitObject).OfType<OsuHitObject>();
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ConnectionLayer.HitObjects = HitObjectContainer.Objects.Select(d => d.HitObject).OfType<OsuHitObject>();
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}
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private void onNewResult(DrawableHitObject judgedObject, JudgementResult result)
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