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Make UR Counter isValid into a bindable boolean
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@ -5,6 +5,7 @@ using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.LocalisationExtensions;
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using osu.Framework.Extensions.LocalisationExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Containers;
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@ -27,6 +28,7 @@ namespace osu.Game.Screens.Play.HUD
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protected override double RollingDuration => 750;
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protected override double RollingDuration => 750;
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private const float alpha_when_invalid = 0.3f;
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private const float alpha_when_invalid = 0.3f;
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private readonly Bindable<bool> valid = new Bindable<bool>();
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private readonly List<double> hitOffsets = new List<double>();
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private readonly List<double> hitOffsets = new List<double>();
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@ -42,6 +44,8 @@ namespace osu.Game.Screens.Play.HUD
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private void load(OsuColour colours, BeatmapDifficultyCache difficultyCache)
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private void load(OsuColour colours, BeatmapDifficultyCache difficultyCache)
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{
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{
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Colour = colours.BlueLighter;
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Colour = colours.BlueLighter;
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valid.BindValueChanged(e =>
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DrawableCount.FadeTo(e.NewValue ? 1 : alpha_when_invalid, 1000, Easing.OutQuint));
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}
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}
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private bool isUrInvalid(JudgementResult judgement)
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private bool isUrInvalid(JudgementResult judgement)
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@ -57,16 +61,6 @@ namespace osu.Game.Screens.Play.HUD
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scoreProcessor.JudgementReverted += onJudgementReverted;
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scoreProcessor.JudgementReverted += onJudgementReverted;
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}
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}
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private bool isValid;
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private void setValid(bool valid)
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{
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if (isValid == valid) return;
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DrawableCount.FadeTo(valid ? 1 : alpha_when_invalid, 1000, Easing.OutQuint);
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isValid = valid;
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}
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private void onJudgementAdded(JudgementResult judgement)
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private void onJudgementAdded(JudgementResult judgement)
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{
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{
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if (isUrInvalid(judgement)) return;
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if (isUrInvalid(judgement)) return;
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@ -91,12 +85,12 @@ namespace osu.Game.Screens.Play.HUD
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double mean = hitOffsets.Average();
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double mean = hitOffsets.Average();
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double squares = hitOffsets.Select(offset => Math.Pow(offset - mean, 2)).Sum();
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double squares = hitOffsets.Select(offset => Math.Pow(offset - mean, 2)).Sum();
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Current.Value = Math.Sqrt(squares / hitOffsets.Count) * 10;
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Current.Value = Math.Sqrt(squares / hitOffsets.Count) * 10;
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setValid(true);
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valid.Value = true;
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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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Current.Value = 0;
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Current.Value = 0;
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setValid(false);
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valid.Value = false;
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}
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}
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}
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}
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