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Improve light rotational alignment and increase light count to 8
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060372a129
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@ -62,7 +62,7 @@ namespace osu.Game.Screens.Edit.Timing
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private ScheduledDelegate? resetDelegate;
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private const int light_count = 6;
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private const int light_count = 8;
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private const int initial_taps_to_ignore = 4;
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@ -70,6 +70,8 @@ namespace osu.Game.Screens.Edit.Timing
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private const double transition_length = 500;
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private const float angular_light_gap = 0.007f;
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private readonly List<double> tapTimings = new List<double>();
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[BackgroundDependencyLoader]
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@ -185,7 +187,7 @@ namespace osu.Game.Screens.Edit.Timing
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{
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var light = new Light
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{
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Rotation = i * (360f / light_count)
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Rotation = (i + 1) * (360f / light_count) + 360 * angular_light_gap / 2,
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};
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lights.Add(light);
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@ -336,6 +338,7 @@ namespace osu.Game.Screens.Edit.Timing
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light.Hide();
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tapTimings.Clear();
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currentLight = 0;
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IsHandlingTapping.Value = false;
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}
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@ -357,14 +360,12 @@ namespace osu.Game.Screens.Edit.Timing
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Size = new Vector2(0.98f); // Avoid bleed into masking edge.
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const float angular_gap = 0.007f;
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InternalChildren = new Drawable[]
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{
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new CircularProgress
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{
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RelativeSizeAxes = Axes.Both,
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Current = { Value = 1f / light_count - angular_gap },
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Current = { Value = 1f / light_count - angular_light_gap },
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Colour = colourProvider.Background2,
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},
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fillContent = new Container
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@ -377,7 +378,7 @@ namespace osu.Game.Screens.Edit.Timing
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new CircularProgress
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{
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RelativeSizeAxes = Axes.Both,
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Current = { Value = 1f / light_count - angular_gap },
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Current = { Value = 1f / light_count - angular_light_gap },
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Blending = BlendingParameters.Additive
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},
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// Please do not try and make sense of this.
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