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Stop beat syncing (and close match stable's implementation of arrow animation)
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@ -2,7 +2,6 @@
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Allocation;
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using osu.Framework.Audio.Track;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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@ -10,8 +9,6 @@ using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Textures;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Graphics.Containers;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects;
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using osuTK;
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@ -19,24 +16,20 @@ using osuTK.Graphics;
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namespace osu.Game.Rulesets.Osu.Skinning.Argon
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{
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public partial class ArgonReverseArrow : BeatSyncedContainer
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public partial class ArgonReverseArrow : CompositeDrawable
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{
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[Resolved]
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private DrawableHitObject drawableRepeat { get; set; } = null!;
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private DrawableHitObject drawableObject { get; set; } = null!;
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private Bindable<Color4> accentColour = null!;
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private SpriteIcon icon = null!;
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private Container main = null!;
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private Sprite side = null!;
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[BackgroundDependencyLoader]
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private void load(TextureStore textures, DrawableHitObject hitObject)
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private void load(TextureStore textures)
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{
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Divisor = 2;
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MinimumBeatLength = 150;
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Anchor = Anchor.Centre;
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Origin = Anchor.Centre;
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@ -76,22 +69,39 @@ namespace osu.Game.Rulesets.Osu.Skinning.Argon
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}
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};
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accentColour = hitObject.AccentColour.GetBoundCopy();
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accentColour = drawableObject.AccentColour.GetBoundCopy();
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accentColour.BindValueChanged(accent => icon.Colour = accent.NewValue.Darken(4), true);
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drawableObject.ApplyCustomUpdateState += updateStateTransforms;
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}
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protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, ChannelAmplitudes amplitudes)
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private void updateStateTransforms(DrawableHitObject hitObject, ArmedState state)
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{
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if (!drawableRepeat.Judged)
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const float move_distance = -12;
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const double move_out_duration = 35;
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const double move_in_duration = 250;
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const double total = 300;
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switch (state)
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{
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main.ScaleTo(1.3f, timingPoint.BeatLength / 8, Easing.Out)
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.Then()
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.ScaleTo(1f, timingPoint.BeatLength / 2, Easing.Out);
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side
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.MoveToX(-12, timingPoint.BeatLength / 8, Easing.Out)
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.Then()
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.MoveToX(0, timingPoint.BeatLength / 2, Easing.Out);
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case ArmedState.Idle:
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main.ScaleTo(1.3f, move_out_duration, Easing.Out)
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.Then()
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.ScaleTo(1f, move_in_duration, Easing.Out)
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.Loop(total - (move_in_duration + move_out_duration));
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side
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.MoveToX(move_distance, move_out_duration, Easing.Out)
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.Then()
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.MoveToX(0, move_in_duration, Easing.Out)
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.Loop(total - (move_in_duration + move_out_duration));
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break;
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}
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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drawableObject.ApplyCustomUpdateState -= updateStateTransforms;
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}
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}
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}
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