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Remove a lot of constants (use object initialisers instead).
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parent
aec5fa9d72
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@ -2,6 +2,7 @@
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System.Linq;
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using System.Linq;
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using osu.Framework;
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using OpenTK.Graphics;
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using OpenTK.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Graphics;
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using osu.Game.Graphics;
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@ -14,40 +15,14 @@ namespace osu.Game.Overlays
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{
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{
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public abstract class WaveOverlayContainer : OverlayContainer
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public abstract class WaveOverlayContainer : OverlayContainer
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{
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{
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private const float first_wave_position = -130;
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private const float second_wave_position = 0;
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private const float third_wave_position = 70;
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private const float fourth_wave_position = 100;
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private const float waves_container_position = -150;
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private float[] wavePositions
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{
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get
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{
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return new float[] { first_wave_position, second_wave_position, third_wave_position, fourth_wave_position };
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}
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}
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private const float first_wave_duration = 600;
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private const float second_wave_duration = 700;
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private const float third_wave_duration = 800;
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private const float fourth_wave_duration = 900;
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private const float container_wait = 200;
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private const float container_wait = 200;
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private const float waves_container_duration = 400;
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private const float waves_container_duration = 400;
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private const float content_duration = 700;
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private const float content_duration = 700;
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private const float content_transition_wait = 100;
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private const float content_transition_wait = 100;
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internal const float CONTENT_EXIT_DURATION = 600;
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private float[] waveDurations
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{
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get
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{
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return new float[] { first_wave_duration, second_wave_duration, third_wave_duration, fourth_wave_duration };
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}
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}
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private const float first_wave_rotation = 13;
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internal const float CONTENT_EXIT_DURATION = 600;
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private const float second_wave_rotation = -7;
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private const float third_wave_rotation = 4;
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private const float waves_container_position = -150;
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private const float fourth_wave_rotation = -2;
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private Wave firstWave, secondWave, thirdWave, fourthWave;
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private Wave firstWave, secondWave, thirdWave, fourthWave;
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@ -56,76 +31,62 @@ namespace osu.Game.Overlays
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private readonly Container contentContainer;
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private readonly Container contentContainer;
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protected override Container<Drawable> Content => contentContainer;
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protected override Container<Drawable> Content => contentContainer;
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private Color4 firstWaveColour;
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public Color4 FirstWaveColour
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public Color4 FirstWaveColour
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{
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{
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get
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get
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{
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{
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return firstWaveColour;
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return firstWave.Colour;
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}
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}
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set
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set
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{
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{
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if (firstWaveColour == value) return;
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if (firstWave.Colour == value) return;
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firstWaveColour = value;
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firstWave.Colour = value;
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firstWave.Colour = value;
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}
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}
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}
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}
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private Color4 secondWaveColour;
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public Color4 SecondWaveColour
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public Color4 SecondWaveColour
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{
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{
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get
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get
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{
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{
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return secondWaveColour;
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return secondWave.Colour;
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}
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}
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set
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set
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{
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{
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if (secondWaveColour == value) return;
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if (secondWave.Colour == value) return;
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secondWaveColour = value;
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secondWave.Colour = value;
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secondWave.Colour = value;
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}
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}
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}
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}
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private Color4 thirdWaveColour;
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public Color4 ThirdWaveColour
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public Color4 ThirdWaveColour
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{
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{
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get
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get
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{
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{
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return thirdWaveColour;
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return thirdWave.Colour;
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}
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}
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set
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set
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{
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{
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if (thirdWaveColour == value) return;
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if (thirdWave.Colour == value) return;
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thirdWaveColour = value;
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thirdWave.Colour = value;
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thirdWave.Colour = value;
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}
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}
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}
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}
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private Color4 fourthWaveColour;
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public Color4 FourthWaveColour
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public Color4 FourthWaveColour
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{
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{
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get
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get
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{
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{
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return fourthWaveColour;
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return fourthWave.Colour;
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}
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}
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set
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set
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{
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{
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if (fourthWaveColour == value) return;
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if (fourthWave.Colour == value) return;
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fourthWaveColour = value;
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fourthWave.Colour = value;
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fourthWave.Colour = value;
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}
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}
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}
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}
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protected override void PopIn()
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protected override void PopIn()
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{
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{
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base.Show();
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int i = 0;
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foreach (var w in wavesContainer.Children)
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foreach (var w in wavesContainer.Children)
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{
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w.State = Visibility.Visible;
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w.MoveToY(wavePositions[i], waveDurations[i], EasingTypes.OutQuint);
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i++;
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}
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DelayReset();
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DelayReset();
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Delay(container_wait);
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Delay(container_wait);
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@ -133,7 +94,7 @@ namespace osu.Game.Overlays
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{
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{
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if (State == Visibility.Visible)
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if (State == Visibility.Visible)
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{
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{
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wavesContainer.MoveToY(waves_container_position, waves_container_duration, EasingTypes.None);
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//wavesContainer.MoveToY(waves_container_position, waves_container_duration, EasingTypes.None);
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contentContainer.FadeIn(content_duration, EasingTypes.OutQuint);
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contentContainer.FadeIn(content_duration, EasingTypes.OutQuint);
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contentContainer.MoveToY(0, content_duration, EasingTypes.OutQuint);
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contentContainer.MoveToY(0, content_duration, EasingTypes.OutQuint);
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@ -147,24 +108,16 @@ namespace osu.Game.Overlays
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protected override void PopOut()
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protected override void PopOut()
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{
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{
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base.Hide();
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contentContainer.FadeOut(CONTENT_EXIT_DURATION, EasingTypes.InSine);
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contentContainer.FadeOut(CONTENT_EXIT_DURATION, EasingTypes.InSine);
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contentContainer.MoveToY(DrawHeight, CONTENT_EXIT_DURATION, EasingTypes.InSine);
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contentContainer.MoveToY(DrawHeight, CONTENT_EXIT_DURATION, EasingTypes.InSine);
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TransitionOut();
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TransitionOut();
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foreach (var w in wavesContainer.Children)
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foreach (var w in wavesContainer.Children)
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w.MoveToY(DrawHeight, second_wave_duration, EasingTypes.InSine);
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w.State = Visibility.Hidden;
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DelayReset();
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DelayReset();
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Delay(container_wait);
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Delay(container_wait);
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Schedule(() =>
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//wavesContainer.MoveToY(0, waves_container_duration);
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{
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if (State == Visibility.Hidden)
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{
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wavesContainer.MoveToY(0, waves_container_duration, EasingTypes.None);
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}
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});
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}
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}
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protected abstract void TransitionOut();
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protected abstract void TransitionOut();
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@ -173,37 +126,52 @@ namespace osu.Game.Overlays
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{
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{
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Masking = true;
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Masking = true;
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const int wave_count = 4;
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const float total_duration = 800;
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const float duration_change = 0;
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float appearDuration = total_duration - wave_count * duration_change;
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float disappearDuration = total_duration;
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AddInternal(wavesContainer = new Container<Wave>
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AddInternal(wavesContainer = new Container<Wave>
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{
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{
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RelativeSizeAxes = Axes.Both,
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RelativeSizeAxes = Axes.Both,
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Origin = Anchor.TopCentre,
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Origin = Anchor.TopCentre,
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Anchor = Anchor.TopCentre,
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Anchor = Anchor.TopCentre,
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Children = new Wave[]
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Children = new[]
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{
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{
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firstWave = new Wave
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firstWave = new Wave
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{
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{
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Rotation = first_wave_rotation,
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Rotation = 13,
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Colour = FirstWaveColour,
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FinalPosition = -830,
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TransitionDurationAppear = (appearDuration += duration_change),
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TransitionDurationDisappear = (disappearDuration -= duration_change),
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},
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},
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secondWave = new Wave
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secondWave = new Wave
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{
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{
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Origin = Anchor.TopRight,
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Origin = Anchor.TopRight,
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Anchor = Anchor.TopRight,
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Anchor = Anchor.TopRight,
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Rotation = second_wave_rotation,
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Rotation = -7,
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Colour = SecondWaveColour,
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FinalPosition = -460,
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TransitionDurationAppear = (appearDuration += duration_change),
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TransitionDurationDisappear = (disappearDuration -= duration_change),
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},
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},
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thirdWave = new Wave
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thirdWave = new Wave
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{
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{
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Rotation = third_wave_rotation,
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Rotation = 4,
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Colour = ThirdWaveColour,
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FinalPosition = -290,
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TransitionDurationAppear = (appearDuration += duration_change),
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TransitionDurationDisappear = (disappearDuration -= duration_change),
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},
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},
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fourthWave = new Wave
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fourthWave = new Wave
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{
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{
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Origin = Anchor.TopRight,
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Origin = Anchor.TopRight,
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Anchor = Anchor.TopRight,
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Anchor = Anchor.TopRight,
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Rotation = fourth_wave_rotation,
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Rotation = -2,
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Colour = FourthWaveColour,
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FinalPosition = -120,
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TransitionDurationAppear = (appearDuration += duration_change),
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TransitionDurationDisappear = (disappearDuration -= duration_change),
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},
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},
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},
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},
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});
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});
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@ -224,8 +192,12 @@ namespace osu.Game.Overlays
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});
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});
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}
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}
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class Wave : Container
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class Wave : Container, IStateful<Visibility>
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{
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{
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public float FinalPosition;
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public float TransitionDurationAppear;
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public float TransitionDurationDisappear;
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public Wave()
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public Wave()
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{
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{
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RelativeSizeAxes = Axes.Both;
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RelativeSizeAxes = Axes.Both;
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@ -246,6 +218,27 @@ namespace osu.Game.Overlays
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},
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},
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};
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};
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}
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}
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private Visibility state;
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public Visibility State
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{
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get { return state; }
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set
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{
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if (value == state) return;
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state = value;
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switch (value)
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{
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case Visibility.Hidden:
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MoveToY(DrawHeight / Height, TransitionDurationDisappear, EasingTypes.OutSine);
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break;
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case Visibility.Visible:
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MoveToY(FinalPosition, TransitionDurationAppear, EasingTypes.Out);
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break;
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}
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}
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}
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}
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}
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}
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}
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}
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}
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