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Show near-misses on the results-screen heatmap
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parent
891346f795
commit
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@ -95,12 +95,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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/// </summary>
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private static void blockInputToObjectsUnderSliderHead(DrawableSliderHead slider)
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{
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var oldHitAction = slider.HitArea.Hit;
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slider.HitArea.Hit = () =>
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{
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oldHitAction?.Invoke();
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return !slider.DrawableSlider.AllJudged;
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};
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slider.HitArea.CanBeHit = () => !slider.DrawableSlider.AllJudged;
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}
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private void applyEarlyFading(DrawableHitCircle circle)
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@ -10,7 +10,6 @@ using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Game.Graphics.Containers;
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@ -43,7 +42,6 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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Drawable IHasApproachCircle.ApproachCircle => ApproachCircle;
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private Container scaleContainer;
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private InputManager inputManager;
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public DrawableHitCircle()
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: this(null)
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@ -73,14 +71,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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HitArea = new HitReceptor
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{
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Hit = () =>
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{
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if (AllJudged)
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return false;
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UpdateResult(true);
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return true;
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},
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CanBeHit = () => !AllJudged,
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Hit = () => UpdateResult(true)
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},
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shakeContainer = new ShakeContainer
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{
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@ -114,13 +106,6 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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ScaleBindable.BindValueChanged(scale => scaleContainer.Scale = new Vector2(scale.NewValue));
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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inputManager = GetContainingInputManager();
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}
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public override double LifetimeStart
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{
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get => base.LifetimeStart;
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@ -155,7 +140,15 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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if (!userTriggered)
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{
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if (!HitObject.HitWindows.CanBeHit(timeOffset))
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ApplyMinResult();
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{
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ApplyResult((r, position) =>
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{
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var circleResult = (OsuHitCircleJudgementResult)r;
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circleResult.Type = r.Judgement.MinResult;
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circleResult.CursorPositionAtHit = position;
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}, computeHitPosition());
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}
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return;
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}
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@ -169,22 +162,21 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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if (result == HitResult.None || clickAction != ClickAction.Hit)
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return;
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Vector2? hitPosition = null;
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// Todo: This should also consider misses, but they're a little more interesting to handle, since we don't necessarily know the position at the time of a miss.
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if (result.IsHit())
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{
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var localMousePosition = ToLocalSpace(inputManager.CurrentState.Mouse.Position);
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hitPosition = HitObject.StackedPosition + (localMousePosition - DrawSize / 2);
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}
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ApplyResult<(HitResult result, Vector2? position)>((r, state) =>
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{
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var circleResult = (OsuHitCircleJudgementResult)r;
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circleResult.Type = state.result;
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circleResult.CursorPositionAtHit = state.position;
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}, (result, hitPosition));
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}, (result, computeHitPosition()));
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}
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private Vector2? computeHitPosition()
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{
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if (HitArea.ClosestPressPosition is Vector2 screenSpaceHitPosition)
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return HitObject.StackedPosition + (ToLocalSpace(screenSpaceHitPosition) - DrawSize / 2);
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return null;
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}
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/// <summary>
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@ -227,6 +219,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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break;
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case ArmedState.Idle:
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HitArea.ClosestPressPosition = null;
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HitArea.HitAction = null;
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break;
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@ -247,9 +240,11 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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// IsHovered is used
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public override bool HandlePositionalInput => true;
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public Func<bool> Hit;
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public Func<bool> CanBeHit;
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public Action Hit;
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public OsuAction? HitAction;
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public Vector2? ClosestPressPosition;
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public HitReceptor()
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{
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@ -264,12 +259,31 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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public bool OnPressed(KeyBindingPressEvent<OsuAction> e)
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{
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if (!(CanBeHit?.Invoke() ?? false))
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return false;
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switch (e.Action)
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{
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case OsuAction.LeftButton:
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case OsuAction.RightButton:
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if (IsHovered && (Hit?.Invoke() ?? false))
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// Only update closest press position while the object hasn't been hit yet.
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if (HitAction == null)
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{
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if (ClosestPressPosition is Vector2 curClosest)
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{
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float oldDist = Vector2.DistanceSquared(curClosest, ScreenSpaceDrawQuad.Centre);
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float newDist = Vector2.DistanceSquared(e.ScreenSpaceMousePosition, ScreenSpaceDrawQuad.Centre);
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if (newDist < oldDist)
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ClosestPressPosition = e.ScreenSpaceMousePosition;
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}
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else
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ClosestPressPosition = e.ScreenSpaceMousePosition;
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}
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if (IsHovered)
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{
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Hit?.Invoke();
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HitAction ??= e.Action;
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return true;
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}
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@ -197,7 +197,9 @@ namespace osu.Game.Rulesets.Osu.Statistics
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var point = new HitPoint(pointType, this)
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{
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BaseColour = pointType == HitPointType.Hit ? new Color4(102, 255, 204, 255) : new Color4(255, 102, 102, 255)
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BaseColour = pointType == HitPointType.Hit
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? new Color4(102, 255, 204, 255)
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: new Color4(255, 102, 102, 255)
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};
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points[r][c] = point;
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@ -250,12 +252,15 @@ namespace osu.Game.Rulesets.Osu.Statistics
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var rotatedCoordinate = -1 * new Vector2((float)Math.Cos(rotatedAngle), (float)Math.Sin(rotatedAngle));
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Vector2 localCentre = new Vector2(points_per_dimension - 1) / 2;
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float localRadius = localCentre.X * inner_portion * normalisedDistance; // The radius inside the inner portion which of the heatmap which the closest point lies.
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float localRadius = localCentre.X * inner_portion * normalisedDistance;
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Vector2 localPoint = localCentre + localRadius * rotatedCoordinate;
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// Find the most relevant hit point.
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int r = Math.Clamp((int)Math.Round(localPoint.Y), 0, points_per_dimension - 1);
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int c = Math.Clamp((int)Math.Round(localPoint.X), 0, points_per_dimension - 1);
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int r = (int)Math.Round(localPoint.Y);
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int c = (int)Math.Round(localPoint.X);
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if (r < 0 || r >= points_per_dimension || c < 0 || c >= points_per_dimension)
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return;
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PeakValue = Math.Max(PeakValue, ((HitPoint)pointGrid.Content[r][c]).Increment());
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@ -298,28 +303,35 @@ namespace osu.Game.Rulesets.Osu.Statistics
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{
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base.Update();
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// the point at which alpha is saturated and we begin to adjust colour lightness.
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const float lighten_cutoff = 0.95f;
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// the amount of lightness to attribute regardless of relative value to peak point.
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const float non_relative_portion = 0.2f;
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float amount = 0;
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// give some amount of alpha regardless of relative count
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amount += non_relative_portion * Math.Min(1, count / 10f);
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// add relative portion
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amount += (1 - non_relative_portion) * (count / heatmap.PeakValue);
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// apply easing
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amount = (float)Interpolation.ApplyEasing(Easing.OutQuint, Math.Min(1, amount));
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Debug.Assert(amount <= 1);
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Alpha = Math.Min(amount / lighten_cutoff, 1);
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if (pointType == HitPointType.Hit)
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{
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// the point at which alpha is saturated and we begin to adjust colour lightness.
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const float lighten_cutoff = 0.95f;
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// the amount of lightness to attribute regardless of relative value to peak point.
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const float non_relative_portion = 0.2f;
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float amount = 0;
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// give some amount of alpha regardless of relative count
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amount += non_relative_portion * Math.Min(1, count / 10f);
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// add relative portion
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amount += (1 - non_relative_portion) * (count / heatmap.PeakValue);
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// apply easing
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amount = (float)Interpolation.ApplyEasing(Easing.OutQuint, Math.Min(1, amount));
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Debug.Assert(amount <= 1);
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Alpha = Math.Min(amount / lighten_cutoff, 1);
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Colour = BaseColour.Lighten(Math.Max(0, amount - lighten_cutoff));
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}
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else
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{
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Alpha = 0.8f;
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Colour = BaseColour;
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}
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}
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}
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