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Adjust slider tick / end miss animations to be less busy
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daa9279a23
commit
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@ -65,14 +65,15 @@ namespace osu.Game.Rulesets.Osu.Skinning.Argon
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if (Result == HitResult.IgnoreMiss || Result == HitResult.LargeTickMiss)
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{
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this.RotateTo(-45);
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this.ScaleTo(1.8f);
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this.ScaleTo(1.6f);
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this.ScaleTo(1.2f, 100, Easing.In);
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this.MoveTo(Vector2.Zero);
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this.MoveToOffset(new Vector2(0, 10), 800, Easing.InQuint);
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this.FadeOutFromOne(400);
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}
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else if (Result.IsMiss())
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{
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this.FadeOutFromOne(800);
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this.ScaleTo(1.6f);
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this.ScaleTo(1, 100, Easing.In);
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@ -84,14 +85,14 @@ namespace osu.Game.Rulesets.Osu.Skinning.Argon
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}
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else
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{
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this.FadeOutFromOne(800);
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JudgementText
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.FadeInFromZero(300, Easing.OutQuint)
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.ScaleTo(Vector2.One)
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.ScaleTo(new Vector2(1.2f), 1800, Easing.OutQuint);
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}
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this.FadeOutFromOne(800);
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ringExplosion?.PlayAnimation();
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}
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@ -45,11 +45,10 @@ namespace osu.Game.Rulesets.Judgements
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if (Result == HitResult.IgnoreMiss || Result == HitResult.LargeTickMiss)
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{
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this.RotateTo(-45);
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this.ScaleTo(1.8f);
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this.ScaleTo(1.6f);
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this.ScaleTo(1.2f, 100, Easing.In);
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this.MoveTo(Vector2.Zero);
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this.MoveToOffset(new Vector2(0, 10), 800, Easing.InQuint);
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this.FadeOutFromOne(400);
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}
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else if (Result.IsMiss())
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{
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@ -61,9 +60,9 @@ namespace osu.Game.Rulesets.Judgements
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this.RotateTo(0);
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this.RotateTo(40, 800, Easing.InQuint);
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}
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this.FadeOutFromOne(800);
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this.FadeOutFromOne(800);
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}
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}
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public Drawable? GetAboveHitObjectsProxiedContent() => null;
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@ -63,14 +63,10 @@ namespace osu.Game.Skinning
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// missed ticks / slider end don't get the normal animation.
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if (isMissedTick())
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{
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this.ScaleTo(1.6f);
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this.ScaleTo(1, 100, Easing.In);
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this.ScaleTo(1.2f);
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this.ScaleTo(1f, 100, Easing.In);
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if (legacyVersion > 1.0m)
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{
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this.MoveTo(new Vector2(0, -2f));
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this.MoveToOffset(new Vector2(0, 10), fade_out_delay + fade_out_length, Easing.In);
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}
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this.FadeOutFromOne(400);
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}
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else
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{
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