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modify catch hyperdash behavior
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6d6cea19ec
commit
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@ -248,37 +248,46 @@ namespace osu.Game.Rulesets.Catch.UI
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if (validCatch && fruit.HyperDash)
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{
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HyperDashModifier = Math.Abs(fruit.HyperDashTarget.X - fruit.X) / Math.Abs(fruit.HyperDashTarget.StartTime - fruit.StartTime) / BASE_SPEED;
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HyperDashDirection = fruit.HyperDashTarget.X - fruit.X;
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var target = fruit.HyperDashTarget;
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double timeDifference = target.StartTime - fruit.StartTime;
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double positionDifference = target.X * CatchPlayfield.BASE_WIDTH - catcherPosition;
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double velocity = positionDifference / Math.Max(1.0, timeDifference - 1000.0 / 60.0);
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HyperDashing = true;
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hyperDashModifier = Math.Abs(velocity);
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hyperDashDirection = (int)Math.Sign(velocity);
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hyperDashTargetPosition = target.X;
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}
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else
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HyperDashModifier = 1;
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{
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HyperDashing = false;
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}
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return validCatch;
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}
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private double hyperDashModifier = 1;
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private int hyperDashDirection = 0;
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private float hyperDashTargetPosition;
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private bool hyperDashing = false;
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/// <summary>
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/// Whether we are hypderdashing or not.
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/// </summary>
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public bool HyperDashing => hyperDashModifier != 1;
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private double hyperDashModifier = 1;
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/// <summary>
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/// The direction in which hyperdash is allowed. 0 allows both directions.
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/// </summary>
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public double HyperDashDirection;
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/// <summary>
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/// The speed modifier resultant from hyperdash. Will trigger hyperdash when not equal to 1.
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/// </summary>
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public double HyperDashModifier
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protected bool HyperDashing
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{
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get { return hyperDashModifier; }
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get => hyperDashing;
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set
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{
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if (value == hyperDashModifier) return;
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hyperDashModifier = value;
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if (hyperDashing == value) return;
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hyperDashing = value;
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if (!HyperDashing)
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{
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hyperDashModifier = 1;
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hyperDashDirection = 0;
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}
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const float transition_length = 180;
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@ -290,7 +299,6 @@ namespace osu.Game.Rulesets.Catch.UI
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}
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else
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{
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HyperDashDirection = 0;
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this.FadeColour(Color4.White, transition_length, Easing.OutQuint);
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this.FadeTo(1, transition_length, Easing.OutQuint);
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}
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@ -347,12 +355,18 @@ namespace osu.Game.Rulesets.Catch.UI
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var direction = Math.Sign(currentDirection);
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double dashModifier = Dashing ? 1 : 0.5;
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if (hyperDashModifier != 1 && (HyperDashDirection == 0 || direction == Math.Sign(HyperDashDirection)))
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dashModifier = hyperDashModifier;
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double speed = BASE_SPEED * dashModifier * hyperDashModifier;
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Scale = new Vector2(Math.Abs(Scale.X) * direction, Scale.Y);
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X = (float)MathHelper.Clamp(X + direction * Clock.ElapsedFrameTime * BASE_SPEED * dashModifier, 0, 1);
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X = (float)MathHelper.Clamp(X + direction * Clock.ElapsedFrameTime * speed, 0, 1);
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// Correct overshooting.
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if ((hyperDashDirection > 0 && hyperDashTargetPosition < X) ||
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(hyperDashDirection < 0 && hyperDashTargetPosition > X))
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{
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X = hyperDashTargetPosition;
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HyperDashing = false;
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}
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}
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/// <summary>
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