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Add "ModBubbles" for the osu ruleset.
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osu.Game.Rulesets.Osu.Tests/Mods/TestSceneOsuModBubbles.cs
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osu.Game.Rulesets.Osu.Tests/Mods/TestSceneOsuModBubbles.cs
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using NUnit.Framework;
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using osu.Game.Rulesets.Osu.Mods;
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namespace osu.Game.Rulesets.Osu.Tests.Mods
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{
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public partial class TestSceneOsuModBubbles : OsuModTestScene
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{
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[Test]
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public void TestOsuModBubbles() => CreateModTest(new ModTestData
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{
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Mod = new OsuModBubbles(),
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Autoplay = true,
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PassCondition = () => true
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});
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}
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}
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osu.Game.Rulesets.Osu/Mods/OsuModBubbles.cs
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osu.Game.Rulesets.Osu/Mods/OsuModBubbles.cs
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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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.Effects;
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using osu.Framework.Graphics.Performance;
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using osu.Framework.Graphics.Pooling;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Localisation;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Pooling;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.UI;
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using osu.Game.Scoring;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Mods
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{
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public partial class OsuModBubbles : ModWithVisibilityAdjustment, IApplicableToDrawableRuleset<OsuHitObject>, IApplicableToScoreProcessor
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{
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public override string Name => "Bubbles";
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public override string Acronym => "BB";
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public override LocalisableString Description => "Dont let their popping distract you!";
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public override double ScoreMultiplier => 1;
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public override ModType Type => ModType.Fun;
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// Compatibility with these seems potentially feasible in the future, blocked for now because they dont work as one would expect
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public override Type[] IncompatibleMods => new[] { typeof(OsuModBarrelRoll), typeof(OsuModMagnetised), typeof(OsuModRepel) };
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private PlayfieldAdjustmentContainer adjustmentContainer = null!;
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private BubbleContainer bubbleContainer = null!;
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private readonly Bindable<int> currentCombo = new BindableInt();
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private float maxSize;
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private float bubbleRadius;
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private double bubbleFade;
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public ScoreRank AdjustRank(ScoreRank rank, double accuracy) => rank;
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public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor)
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{
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currentCombo.BindTo(scoreProcessor.Combo);
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currentCombo.BindValueChanged(combo =>
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maxSize = Math.Min(1.75f, (float)(1.25 + 0.005 * combo.NewValue)), true);
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}
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public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
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{
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// Multiplying by 2 results in an initial size that is too large, hence 1.85 has been chosen
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bubbleRadius = (float)(drawableRuleset.Beatmap.HitObjects.OfType<HitCircle>().First().Radius * 1.85f);
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bubbleFade = drawableRuleset.Beatmap.HitObjects.OfType<HitCircle>().First().TimeFadeIn * 2;
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// We want to hide the judgements since they are obscured by the BubbleDrawable (due to layering)
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drawableRuleset.Playfield.DisplayJudgements.Value = false;
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adjustmentContainer = drawableRuleset.CreatePlayfieldAdjustmentContainer();
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adjustmentContainer.Add(bubbleContainer = new BubbleContainer());
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drawableRuleset.KeyBindingInputManager.Add(adjustmentContainer);
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}
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protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state) => applyBubbleState(hitObject);
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protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state) => applyBubbleState(hitObject);
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private void applyBubbleState(DrawableHitObject drawableObject)
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{
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if (drawableObject is not DrawableOsuHitObject drawableOsuObject || !drawableObject.Judged) return;
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OsuHitObject hitObject = drawableOsuObject.HitObject;
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switch (drawableOsuObject)
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{
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//Needs to be done explicitly to avoid being handled by DrawableHitCircle below
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case DrawableSliderHead:
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addBubbleContainer(hitObject.Position);
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break;
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//Stack leniency causes placement issues if this isn't handled as such.
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case DrawableHitCircle hitCircle:
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addBubbleContainer(hitCircle.Position);
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break;
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case DrawableSpinnerTick:
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case DrawableSlider:
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return;
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default:
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addBubbleContainer(hitObject.Position);
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break;
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}
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void addBubbleContainer(Vector2 position) => bubbleContainer.Add(new BubbleLifeTimeEntry
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{
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LifetimeStart = bubbleContainer.Time.Current,
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Colour = drawableOsuObject.AccentColour.Value,
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Position = position,
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InitialSize = new Vector2(bubbleRadius),
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MaxSize = maxSize,
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FadeTime = bubbleFade,
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IsHit = drawableOsuObject.IsHit
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}
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);
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}
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#region Pooled Bubble drawable
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//LifetimeEntry flow is necessary to allow for correct rewind behaviour, can probably be made generic later if more mods are made requiring it
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//Todo: find solution to bubbles rewinding in "groups"
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private sealed partial class BubbleContainer : PooledDrawableWithLifetimeContainer<BubbleLifeTimeEntry, BubbleObject>
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{
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protected override bool RemoveRewoundEntry => true;
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private readonly DrawablePool<BubbleObject> pool;
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public BubbleContainer()
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{
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RelativeSizeAxes = Axes.Both;
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AddInternal(pool = new DrawablePool<BubbleObject>(10, 1000));
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}
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protected override BubbleObject GetDrawable(BubbleLifeTimeEntry entry) => pool.Get(d => d.Apply(entry));
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}
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private sealed partial class BubbleObject : PoolableDrawableWithLifetime<BubbleLifeTimeEntry>
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{
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private readonly BubbleDrawable bubbleDrawable;
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public BubbleObject()
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{
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InternalChild = bubbleDrawable = new BubbleDrawable();
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}
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protected override void OnApply(BubbleLifeTimeEntry entry)
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{
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base.OnApply(entry);
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if (IsLoaded)
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apply(entry);
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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apply(Entry);
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}
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private void apply(BubbleLifeTimeEntry? entry)
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{
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if (entry == null)
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return;
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ApplyTransformsAt(float.MinValue, true);
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ClearTransforms(true);
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Position = entry.Position;
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bubbleDrawable.Animate(entry);
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LifetimeEnd = bubbleDrawable.LatestTransformEndTime;
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}
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}
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private partial class BubbleDrawable : CompositeDrawable
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{
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[BackgroundDependencyLoader]
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private void load()
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{
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InternalChild = new Circle
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{
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Masking = true,
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EdgeEffect = new EdgeEffectParameters
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{
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Colour = Colour4.Black.Opacity(0.05f),
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Type = EdgeEffectType.Shadow,
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Radius = 5
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}
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};
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}
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public void Animate(BubbleLifeTimeEntry entry)
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{
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Size = entry.InitialSize;
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this
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.ScaleTo(entry.MaxSize, entry.FadeTime * 6, Easing.OutSine)
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.FadeColour(entry.IsHit ? entry.Colour : Colour4.Black, entry.FadeTime, Easing.OutSine)
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.Delay(entry.FadeTime)
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.FadeColour(entry.IsHit ? entry.Colour.Darken(.4f) : Colour4.Black, entry.FadeTime * 5, Easing.OutSine)
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.Then()
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.ScaleTo(entry.MaxSize * 1.5f, entry.FadeTime, Easing.OutSine)
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.FadeTo(0, entry.FadeTime, Easing.OutQuint);
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}
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}
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private class BubbleLifeTimeEntry : LifetimeEntry
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{
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public Vector2 InitialSize { get; set; }
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public float MaxSize { get; set; }
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public Vector2 Position { get; set; }
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public Colour4 Colour { get; set; }
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// FadeTime is based on the approach rate of the beatmap.
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public double FadeTime { get; set; }
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// Whether the corresponding HitObject was hit
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public bool IsHit { get; set; }
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}
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#endregion
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}
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}
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new OsuModNoScope(),
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new MultiMod(new OsuModMagnetised(), new OsuModRepel()),
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new ModAdaptiveSpeed(),
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new OsuModFreezeFrame()
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new OsuModFreezeFrame(),
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new OsuModBubbles()
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};
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case ModType.System:
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@ -83,6 +83,9 @@ namespace osu.Game.Rulesets.Mods
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flashlight.Combo.BindTo(Combo);
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drawableRuleset.KeyBindingInputManager.Add(flashlight);
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// Stop flashlight from being drawn underneath other mods that generate HitObjects.
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drawableRuleset.KeyBindingInputManager.ChangeChildDepth(flashlight, -1);
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}
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protected abstract Flashlight CreateFlashlight();
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