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Add support for showing tick misses
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parent
22513e0070
commit
9b383e3276
@ -34,8 +34,6 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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private Drawable scaleContainer;
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private Drawable scaleContainer;
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public override bool DisplayResult => false;
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public DrawableSliderRepeat()
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public DrawableSliderRepeat()
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: base(null)
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: base(null)
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{
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{
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@ -24,11 +24,6 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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protected DrawableSlider DrawableSlider => (DrawableSlider)ParentHitObject;
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protected DrawableSlider DrawableSlider => (DrawableSlider)ParentHitObject;
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/// <summary>
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/// The judgement text is provided by the <see cref="DrawableSlider"/>.
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/// </summary>
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public override bool DisplayResult => false;
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/// <summary>
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/// <summary>
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/// Whether the hit samples only play on successful hits.
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/// Whether the hit samples only play on successful hits.
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/// If <c>false</c>, the hit samples will also play on misses.
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/// If <c>false</c>, the hit samples will also play on misses.
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@ -20,8 +20,6 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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private const float default_tick_size = 16;
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private const float default_tick_size = 16;
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public override bool DisplayResult => false;
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protected DrawableSlider DrawableSlider => (DrawableSlider)ParentHitObject;
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protected DrawableSlider DrawableSlider => (DrawableSlider)ParentHitObject;
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private SkinnableDrawable scaleContainer;
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private SkinnableDrawable scaleContainer;
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@ -28,6 +28,8 @@ namespace osu.Game.Rulesets.Osu.Scoring
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case HitResult.Ok:
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case HitResult.Ok:
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case HitResult.Meh:
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case HitResult.Meh:
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case HitResult.Miss:
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case HitResult.Miss:
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case HitResult.LargeTickMiss:
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case HitResult.IgnoreMiss:
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return true;
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return true;
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}
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}
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@ -62,25 +62,23 @@ namespace osu.Game.Rulesets.Osu.Skinning.Argon
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/// </remarks>
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/// </remarks>
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public virtual void PlayAnimation()
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public virtual void PlayAnimation()
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{
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{
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switch (Result)
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if (Result.IsHit())
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{
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{
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default:
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JudgementText
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JudgementText
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.FadeInFromZero(300, Easing.OutQuint)
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.FadeInFromZero(300, Easing.OutQuint)
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.ScaleTo(Vector2.One)
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.ScaleTo(Vector2.One)
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.ScaleTo(new Vector2(1.2f), 1800, Easing.OutQuint);
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.ScaleTo(new Vector2(1.2f), 1800, Easing.OutQuint);
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}
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break;
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else
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{
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this.ScaleTo(1.6f);
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this.ScaleTo(1, 100, Easing.In);
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case HitResult.Miss:
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this.MoveTo(Vector2.Zero);
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this.ScaleTo(1.6f);
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this.MoveToOffset(new Vector2(0, 100), 800, Easing.InQuint);
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this.ScaleTo(1, 100, Easing.In);
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this.MoveTo(Vector2.Zero);
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this.RotateTo(0);
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this.MoveToOffset(new Vector2(0, 100), 800, Easing.InQuint);
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this.RotateTo(40, 800, Easing.InQuint);
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this.RotateTo(0);
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this.RotateTo(40, 800, Easing.InQuint);
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break;
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}
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}
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this.FadeOutFromOne(800);
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this.FadeOutFromOne(800);
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@ -170,7 +170,10 @@ namespace osu.Game.Rulesets.Osu.UI
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if (!judgedObject.DisplayResult || !DisplayJudgements.Value)
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if (!judgedObject.DisplayResult || !DisplayJudgements.Value)
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return;
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return;
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DrawableOsuJudgement explosion = poolDictionary[result.Type].Get(doj => doj.Apply(result, judgedObject));
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if (!poolDictionary.TryGetValue(result.Type, out var pool))
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return;
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DrawableOsuJudgement explosion = pool.Get(doj => doj.Apply(result, judgedObject));
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judgementLayer.Add(explosion);
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judgementLayer.Add(explosion);
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@ -77,6 +77,7 @@ namespace osu.Game.Graphics
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{
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{
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case HitResult.SmallTickMiss:
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case HitResult.SmallTickMiss:
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case HitResult.LargeTickMiss:
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case HitResult.LargeTickMiss:
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case HitResult.IgnoreMiss:
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case HitResult.Miss:
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case HitResult.Miss:
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case HitResult.ComboBreak:
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case HitResult.ComboBreak:
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return Red;
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return Red;
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@ -38,18 +38,16 @@ namespace osu.Game.Rulesets.Judgements
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/// </remarks>
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/// </remarks>
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public virtual void PlayAnimation()
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public virtual void PlayAnimation()
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{
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{
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switch (Result)
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if (Result != HitResult.None && !Result.IsHit())
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{
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{
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case HitResult.Miss:
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this.ScaleTo(1.6f);
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this.ScaleTo(1.6f);
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this.ScaleTo(1, 100, Easing.In);
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this.ScaleTo(1, 100, Easing.In);
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this.MoveTo(Vector2.Zero);
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this.MoveTo(Vector2.Zero);
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this.MoveToOffset(new Vector2(0, 100), 800, Easing.InQuint);
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this.MoveToOffset(new Vector2(0, 100), 800, Easing.InQuint);
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this.RotateTo(0);
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this.RotateTo(0);
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this.RotateTo(40, 800, Easing.InQuint);
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this.RotateTo(40, 800, Easing.InQuint);
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break;
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}
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}
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this.FadeOutFromOne(800);
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this.FadeOutFromOne(800);
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@ -133,12 +133,11 @@ namespace osu.Game.Rulesets.Judgements
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case HitResult.None:
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case HitResult.None:
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break;
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break;
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case HitResult.Miss:
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ApplyMissAnimations();
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break;
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default:
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default:
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ApplyHitAnimations();
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if (Result.Type.IsHit())
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ApplyHitAnimations();
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else
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ApplyMissAnimations();
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break;
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break;
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}
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}
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@ -86,6 +86,7 @@ namespace osu.Game.Rulesets.Scoring
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/// Indicates a large tick miss.
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/// Indicates a large tick miss.
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/// </summary>
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/// </summary>
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[EnumMember(Value = "large_tick_miss")]
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[EnumMember(Value = "large_tick_miss")]
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[Description(@"x")]
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[Order(10)]
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[Order(10)]
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LargeTickMiss,
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LargeTickMiss,
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@ -117,6 +118,7 @@ namespace osu.Game.Rulesets.Scoring
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/// Indicates a miss that should be ignored for scoring purposes.
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/// Indicates a miss that should be ignored for scoring purposes.
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/// </summary>
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/// </summary>
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[EnumMember(Value = "ignore_miss")]
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[EnumMember(Value = "ignore_miss")]
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[Description("x")]
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[Order(13)]
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[Order(13)]
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IgnoreMiss,
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IgnoreMiss,
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@ -50,7 +50,7 @@ namespace osu.Game.Skinning
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});
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});
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}
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}
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if (result != HitResult.Miss)
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if (result.IsHit())
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{
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{
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//new judgement shows old as a temporary effect
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//new judgement shows old as a temporary effect
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AddInternal(temporaryOldStyle = new LegacyJudgementPieceOld(result, createMainDrawable, 1.05f, true)
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AddInternal(temporaryOldStyle = new LegacyJudgementPieceOld(result, createMainDrawable, 1.05f, true)
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@ -52,39 +52,35 @@ namespace osu.Game.Skinning
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if (animation?.FrameCount > 1 && !forceTransforms)
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if (animation?.FrameCount > 1 && !forceTransforms)
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return;
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return;
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switch (result)
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if (result.IsHit())
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{
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{
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case HitResult.Miss:
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this.ScaleTo(0.6f).Then()
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this.ScaleTo(1.6f);
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.ScaleTo(1.1f, fade_in_length * 0.8f).Then() // t = 0.8
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this.ScaleTo(1, 100, Easing.In);
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.Delay(fade_in_length * 0.2f) // t = 1.0
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.ScaleTo(0.9f, fade_in_length * 0.2f).Then() // t = 1.2
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// stable dictates scale of 0.9->1 over time 1.0 to 1.4, but we are already at 1.2.
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// so we need to force the current value to be correct at 1.2 (0.95) then complete the
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// second half of the transform.
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.ScaleTo(0.95f).ScaleTo(finalScale, fade_in_length * 0.2f); // t = 1.4
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}
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else
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{
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this.ScaleTo(1.6f);
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this.ScaleTo(1, 100, Easing.In);
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decimal? legacyVersion = skin.GetConfig<SkinConfiguration.LegacySetting, decimal>(SkinConfiguration.LegacySetting.Version)?.Value;
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decimal? legacyVersion = skin.GetConfig<SkinConfiguration.LegacySetting, decimal>(SkinConfiguration.LegacySetting.Version)?.Value;
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if (legacyVersion >= 2.0m)
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if (legacyVersion >= 2.0m)
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{
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{
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this.MoveTo(new Vector2(0, -5));
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this.MoveTo(new Vector2(0, -5));
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this.MoveToOffset(new Vector2(0, 80), fade_out_delay + fade_out_length, Easing.In);
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this.MoveToOffset(new Vector2(0, 80), fade_out_delay + fade_out_length, Easing.In);
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}
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}
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float rotation = RNG.NextSingle(-8.6f, 8.6f);
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float rotation = RNG.NextSingle(-8.6f, 8.6f);
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this.RotateTo(0);
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this.RotateTo(0);
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this.RotateTo(rotation, fade_in_length)
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this.RotateTo(rotation, fade_in_length)
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.Then().RotateTo(rotation * 2, fade_out_delay + fade_out_length - fade_in_length, Easing.In);
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.Then().RotateTo(rotation * 2, fade_out_delay + fade_out_length - fade_in_length, Easing.In);
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break;
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default:
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this.ScaleTo(0.6f).Then()
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.ScaleTo(1.1f, fade_in_length * 0.8f).Then() // t = 0.8
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.Delay(fade_in_length * 0.2f) // t = 1.0
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.ScaleTo(0.9f, fade_in_length * 0.2f).Then() // t = 1.2
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// stable dictates scale of 0.9->1 over time 1.0 to 1.4, but we are already at 1.2.
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// so we need to force the current value to be correct at 1.2 (0.95) then complete the
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// second half of the transform.
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.ScaleTo(0.95f).ScaleTo(finalScale, fade_in_length * 0.2f); // t = 1.4
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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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@ -453,11 +453,11 @@ namespace osu.Game.Skinning
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private Drawable? getJudgementAnimation(HitResult result)
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private Drawable? getJudgementAnimation(HitResult result)
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{
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{
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if (!result.IsHit())
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return this.GetAnimation("hit0", true, false);
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switch (result)
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switch (result)
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{
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{
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case HitResult.Miss:
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return this.GetAnimation("hit0", true, false);
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case HitResult.Meh:
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case HitResult.Meh:
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return this.GetAnimation("hit50", true, false);
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return this.GetAnimation("hit50", true, false);
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