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Adjust legacy reverse arrow implementation to match stable more closely
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@ -73,28 +73,26 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
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private void updateStateTransforms(DrawableHitObject hitObject, ArmedState state)
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private void updateStateTransforms(DrawableHitObject hitObject, ArmedState state)
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{
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{
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const double move_out_duration = 35;
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const double duration = 300;
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const double move_in_duration = 250;
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const float rotation = 5.625f;
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const double total = 300;
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switch (state)
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switch (state)
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{
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{
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case ArmedState.Idle:
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case ArmedState.Idle:
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if (shouldRotate)
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if (shouldRotate)
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{
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{
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InternalChild.ScaleTo(1.3f, move_out_duration)
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InternalChild.ScaleTo(1.3f)
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.RotateTo(5.625f)
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.RotateTo(rotation)
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.Then()
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.Then()
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.ScaleTo(1f, move_in_duration)
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.ScaleTo(1f, duration)
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.RotateTo(-5.625f, move_in_duration)
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.RotateTo(-rotation, duration)
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.Loop(total - (move_in_duration + move_out_duration));
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.Loop();
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}
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}
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else
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else
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{
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{
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InternalChild.ScaleTo(1.3f)
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InternalChild.ScaleTo(1.3f).Then()
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.Then()
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.ScaleTo(1f, duration, Easing.Out)
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.ScaleTo(1f, move_in_duration)
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.Loop();
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.Loop(total - (move_in_duration + move_out_duration));
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}
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}
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break;
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break;
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