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spinner's progress depends on current map OD now
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@ -10,6 +10,8 @@ using osu.Game.Rulesets.Osu.Objects.Drawables.Pieces;
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using OpenTK;
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using OpenTK;
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using OpenTK.Graphics;
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using OpenTK.Graphics;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Beatmaps;
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using osu.Framework.Allocation;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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{
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@ -22,6 +24,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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private readonly Container circleContainer;
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private readonly Container circleContainer;
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private readonly DrawableHitCircle circle;
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private readonly DrawableHitCircle circle;
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private WorkingBeatmap currentBeatmap;
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public DrawableSpinner(Spinner s) : base(s)
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public DrawableSpinner(Spinner s) : base(s)
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{
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{
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AlwaysReceiveInput = true;
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AlwaysReceiveInput = true;
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@ -71,6 +75,12 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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disc.Scale = scaleToCircle;
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disc.Scale = scaleToCircle;
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}
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}
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[BackgroundDependencyLoader(permitNulls: true)]
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private void load(OsuGame game)
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{
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currentBeatmap = game?.Beatmap?.Value;
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}
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protected override void CheckJudgement(bool userTriggered)
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protected override void CheckJudgement(bool userTriggered)
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{
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{
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if (Time.Current < HitObject.StartTime) return;
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if (Time.Current < HitObject.StartTime) return;
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@ -108,9 +118,9 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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private Vector2 scaleToCircle => circle.Scale * circle.DrawWidth / DrawWidth * 0.95f;
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private Vector2 scaleToCircle => circle.Scale * circle.DrawWidth / DrawWidth * 0.95f;
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private const float spins_per_minute_needed = 100 + 5 * 15; //TODO: read per-map OD and place it on the 5
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private float spinsPerMinuteNeeded => 100 + (currentBeatmap?.Beatmap.BeatmapInfo.Difficulty.OverallDifficulty ?? 5) * 15;
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private float rotationsNeeded => (float)(spins_per_minute_needed * (spinner.EndTime - spinner.StartTime) / 60000f);
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private float rotationsNeeded => (float)(spinsPerMinuteNeeded * (spinner.EndTime - spinner.StartTime) / 60000f);
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public float Progress => MathHelper.Clamp(disc.RotationAbsolute / 360 / rotationsNeeded, 0, 1);
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public float Progress => MathHelper.Clamp(disc.RotationAbsolute / 360 / rotationsNeeded, 0, 1);
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