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Merge pull request #10328 from smoogipoo/fix-spinner-transforms
Fix spinners not transforming correctly
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commit
b1e7a5113e
@ -20,6 +20,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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private Spinner spinner;
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private const float initial_scale = 1.3f;
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private const float idle_alpha = 0.2f;
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private const float tracking_alpha = 0.4f;
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@ -41,7 +42,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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// we are slightly bigger than our parent, to clip the top and bottom of the circle
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// this should probably be revisited when scaled spinners are a thing.
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Scale = new Vector2(1.3f);
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Scale = new Vector2(initial_scale);
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Anchor = Anchor.Centre;
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Origin = Anchor.Centre;
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@ -117,8 +118,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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fill.Alpha = (float)Interpolation.Damp(fill.Alpha, drawableSpinner.RotationTracker.Tracking ? tracking_alpha : idle_alpha, 0.98f, (float)Math.Abs(Clock.ElapsedFrameTime));
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}
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const float initial_scale = 0.2f;
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float targetScale = initial_scale + (1 - initial_scale) * drawableSpinner.Progress;
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const float initial_fill_scale = 0.2f;
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float targetScale = initial_fill_scale + (1 - initial_fill_scale) * drawableSpinner.Progress;
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fill.Scale = new Vector2((float)Interpolation.Lerp(fill.Scale.X, targetScale, Math.Clamp(Math.Abs(Time.Elapsed) / 100, 0, 1)));
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mainContainer.Rotation = drawableSpinner.RotationTracker.Rotation;
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@ -129,14 +130,40 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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if (!(drawableHitObject is DrawableSpinner))
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return;
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centre.ScaleTo(0);
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mainContainer.ScaleTo(0);
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using (BeginAbsoluteSequence(spinner.StartTime - spinner.TimePreempt, true))
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{
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this.ScaleTo(initial_scale);
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this.RotateTo(0);
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using (BeginAbsoluteSequence(spinner.StartTime - spinner.TimePreempt / 2, true))
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using (BeginDelayedSequence(spinner.TimePreempt / 2, true))
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{
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// constant ambient rotation to give the spinner "spinning" character.
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this.RotateTo((float)(25 * spinner.Duration / 2000), spinner.TimePreempt + spinner.Duration);
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}
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using (BeginDelayedSequence(spinner.TimePreempt + spinner.Duration + drawableHitObject.Result.TimeOffset, true))
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{
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switch (state)
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{
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case ArmedState.Hit:
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this.ScaleTo(initial_scale * 1.2f, 320, Easing.Out);
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this.RotateTo(mainContainer.Rotation + 180, 320);
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break;
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case ArmedState.Miss:
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this.ScaleTo(initial_scale * 0.8f, 320, Easing.In);
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break;
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}
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}
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}
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using (BeginAbsoluteSequence(spinner.StartTime - spinner.TimePreempt, true))
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{
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centre.ScaleTo(0);
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mainContainer.ScaleTo(0);
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using (BeginDelayedSequence(spinner.TimePreempt / 2, true))
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{
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centre.ScaleTo(0.3f, spinner.TimePreempt / 4, Easing.OutQuint);
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mainContainer.ScaleTo(0.2f, spinner.TimePreempt / 4, Easing.OutQuint);
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@ -146,24 +173,11 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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mainContainer.ScaleTo(1, spinner.TimePreempt / 2, Easing.OutQuint);
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}
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}
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}
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// transforms we have from completing the spinner will be rolled back, so reapply immediately.
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using (BeginAbsoluteSequence(spinner.StartTime - spinner.TimePreempt, true))
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updateComplete(state == ArmedState.Hit, 0);
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using (BeginDelayedSequence(spinner.Duration, true))
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{
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switch (state)
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{
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case ArmedState.Hit:
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this.ScaleTo(Scale * 1.2f, 320, Easing.Out);
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this.RotateTo(mainContainer.Rotation + 180, 320);
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break;
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case ArmedState.Miss:
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this.ScaleTo(Scale * 0.8f, 320, Easing.In);
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break;
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}
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}
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}
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private void updateComplete(bool complete, double duration)
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@ -70,9 +70,7 @@ namespace osu.Game.Rulesets.Osu.Skinning
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{
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base.LoadComplete();
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this.FadeOut();
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drawableSpinner.ApplyCustomUpdateState += updateStateTransforms;
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updateStateTransforms(drawableSpinner, drawableSpinner.State.Value);
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}
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@ -83,13 +81,20 @@ namespace osu.Game.Rulesets.Osu.Skinning
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var spinner = (Spinner)drawableSpinner.HitObject;
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using (BeginAbsoluteSequence(spinner.StartTime - spinner.TimePreempt, true))
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this.FadeOut();
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using (BeginAbsoluteSequence(spinner.StartTime - spinner.TimeFadeIn / 2, true))
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this.FadeInFromZero(spinner.TimeFadeIn / 2);
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using (BeginAbsoluteSequence(spinner.StartTime - spinner.TimePreempt, true))
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{
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fixedMiddle.FadeColour(Color4.White);
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using (BeginAbsoluteSequence(spinner.StartTime, true))
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using (BeginDelayedSequence(spinner.TimePreempt, true))
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fixedMiddle.FadeColour(Color4.Red, spinner.Duration);
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}
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}
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protected override void Update()
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{
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@ -88,9 +88,7 @@ namespace osu.Game.Rulesets.Osu.Skinning
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{
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base.LoadComplete();
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this.FadeOut();
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drawableSpinner.ApplyCustomUpdateState += updateStateTransforms;
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updateStateTransforms(drawableSpinner, drawableSpinner.State.Value);
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}
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@ -101,6 +99,9 @@ namespace osu.Game.Rulesets.Osu.Skinning
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var spinner = drawableSpinner.HitObject;
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using (BeginAbsoluteSequence(spinner.StartTime - spinner.TimePreempt, true))
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this.FadeOut();
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using (BeginAbsoluteSequence(spinner.StartTime - spinner.TimeFadeIn / 2, true))
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this.FadeInFromZero(spinner.TimeFadeIn / 2);
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}
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