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Use seeded RNG for catch explosion animation
The animation is always the same when a replay is rewound or a beatmap is played multiple times.
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@ -506,7 +506,7 @@ namespace osu.Game.Rulesets.Catch.UI
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}
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private void addLighting(CatchHitObject hitObject, float x, Color4 colour) =>
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hitExplosionContainer.Add(new HitExplosionEntry(Time.Current, x, hitObject.Scale, colour));
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hitExplosionContainer.Add(new HitExplosionEntry(Time.Current, x, hitObject.Scale, colour, hitObject.RandomSeed));
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private CaughtObject getCaughtObject(PalpableCatchHitObject source)
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{
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@ -7,6 +7,7 @@ using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Effects;
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using osu.Framework.Utils;
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using osu.Game.Rulesets.Objects.Pooling;
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using osu.Game.Utils;
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using osuTK;
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using osuTK.Graphics;
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@ -74,10 +75,10 @@ namespace osu.Game.Rulesets.Catch.UI
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setColour(entry.ObjectColour);
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using (BeginAbsoluteSequence(entry.LifetimeStart))
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applyTransforms();
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applyTransforms(entry.RNGSeed);
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}
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private void applyTransforms()
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private void applyTransforms(int randomSeed)
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{
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ClearTransforms(true);
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@ -90,8 +91,8 @@ namespace osu.Game.Rulesets.Catch.UI
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.FadeOut(duration * 2);
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const float angle_variangle = 15; // should be less than 45
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directionalGlow1.Rotation = RNG.NextSingle(-angle_variangle, angle_variangle);
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directionalGlow2.Rotation = RNG.NextSingle(-angle_variangle, angle_variangle);
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directionalGlow1.Rotation = StatelessRNG.NextSingle(-angle_variangle, angle_variangle, randomSeed, 4);
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directionalGlow2.Rotation = StatelessRNG.NextSingle(-angle_variangle, angle_variangle, randomSeed, 5);
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this.FadeInFromZero(50).Then().FadeOut(duration, Easing.Out).Expire();
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}
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@ -11,13 +11,15 @@ namespace osu.Game.Rulesets.Catch.UI
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public readonly float Position;
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public readonly float Scale;
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public readonly Color4 ObjectColour;
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public readonly int RNGSeed;
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public HitExplosionEntry(double startTime, float position, float scale, Color4 objectColour)
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public HitExplosionEntry(double startTime, float position, float scale, Color4 objectColour, int rngSeed)
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{
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LifetimeStart = startTime;
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Position = position;
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Scale = scale;
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ObjectColour = objectColour;
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RNGSeed = rngSeed;
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}
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}
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}
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