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scale down graph from bleeding through border
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parent
d8e605d8aa
commit
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@ -44,10 +44,16 @@ namespace osu.Game.Skinning
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InternalChildren = new Drawable[]
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InternalChildren = new Drawable[]
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{
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{
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pie = new CircularProgress
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new Container
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{
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Size = new Vector2(0.95f),
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Child = pie = new CircularProgress
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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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Alpha = 0.5f,
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},
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},
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},
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new CircularContainer
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new CircularContainer
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{
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{
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@ -91,14 +97,14 @@ namespace osu.Game.Skinning
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{
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{
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pie.Scale = new Vector2(-1, 1);
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pie.Scale = new Vector2(-1, 1);
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pie.Anchor = Anchor.TopRight;
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pie.Anchor = Anchor.TopRight;
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pie.Colour = Colour4.LimeGreen;
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pie.Colour = new Colour4(199, 255, 47, 153);
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pie.Current.Value = 1 - Math.Clamp((gameplayTime - firstEventTime) / (firstHitTime - firstEventTime), 0, 1);
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pie.Current.Value = 1 - Math.Clamp((gameplayTime - firstEventTime) / (firstHitTime - firstEventTime), 0, 1);
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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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pie.Scale = new Vector2(1);
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pie.Scale = new Vector2(1);
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pie.Anchor = Anchor.TopLeft;
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pie.Anchor = Anchor.TopLeft;
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pie.Colour = Colour4.White;
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pie.Colour = new Colour4(255, 255, 255, 153);
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pie.Current.Value = Math.Clamp((gameplayTime - firstHitTime) / (lastHitTime - firstHitTime), 0, 1);
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pie.Current.Value = Math.Clamp((gameplayTime - firstHitTime) / (lastHitTime - firstHitTime), 0, 1);
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}
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}
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}
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}
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