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Adjust things further
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parent
231988bc9d
commit
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@ -15,11 +15,14 @@ using osu.Game.Rulesets.Objects.Drawables;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Extensions.ObjectExtensions;
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using System;
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using System;
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using System.Globalization;
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using System.Globalization;
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using osu.Framework.Utils;
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namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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{
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{
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public partial class LegacySwell : Container
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public partial class LegacySwell : Container
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{
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{
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private const float scale_adjust = 768f / 480;
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private DrawableSwell drawableSwell = null!;
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private DrawableSwell drawableSwell = null!;
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private Container bodyContainer = null!;
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private Container bodyContainer = null!;
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@ -80,12 +83,13 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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Anchor = Anchor.Centre,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Origin = Anchor.Centre,
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Scale = new Vector2(1.86f * 0.8f),
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Scale = new Vector2(1.86f * 0.8f),
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Alpha = 0.8f,
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},
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},
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remainingHitsText = new LegacySpriteText(LegacyFont.Combo)
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remainingHitsText = new LegacySpriteText(LegacyFont.Score)
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{
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{
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Anchor = Anchor.Centre,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Origin = Anchor.Centre,
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Position = new Vector2(0f, 165f),
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Position = new Vector2(0f, 130f),
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Scale = Vector2.One,
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Scale = Vector2.One,
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},
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},
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}
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}
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@ -96,6 +100,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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Anchor = Anchor.Centre,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Origin = Anchor.Centre,
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Alpha = 0,
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Alpha = 0,
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Y = -40,
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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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@ -159,11 +164,10 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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}
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}
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clearAnimation
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clearAnimation
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.MoveTo(new Vector2(0, 0))
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.MoveToOffset(new Vector2(0, -90 * scale_adjust), clear_fade_in * 2, Easing.Out)
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.MoveTo(new Vector2(0, -90), clear_fade_in * 2, Easing.Out)
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.ScaleTo(0.4f)
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.ScaleTo(0.4f)
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.ScaleTo(1f, clear_fade_in * 2, Easing.Out)
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.ScaleTo(1f, clear_fade_in * 2, Easing.Out)
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.FadeIn(clear_fade_in)
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.FadeIn()
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.Delay(clear_fade_in * 3)
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.Delay(clear_fade_in * 3)
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.FadeOut(clear_fade_in * 2.5);
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.FadeOut(clear_fade_in * 2.5);
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}
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}
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