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Merge branch 'master' into mod-overlay/dim-columns-offscreen
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commit
bbe62579d4
@ -375,13 +375,13 @@ namespace osu.Game.Rulesets.Scoring
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{
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if (acc == 1)
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return ScoreRank.X;
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if (acc > 0.95)
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if (acc >= 0.95)
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return ScoreRank.S;
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if (acc > 0.9)
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if (acc >= 0.9)
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return ScoreRank.A;
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if (acc > 0.8)
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if (acc >= 0.8)
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return ScoreRank.B;
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if (acc > 0.7)
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if (acc >= 0.7)
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return ScoreRank.C;
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return ScoreRank.D;
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@ -212,12 +212,12 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy
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Padding = new MarginPadding { Vertical = -15, Horizontal = -20 },
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Children = new[]
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{
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new RankBadge(1f, getRank(ScoreRank.X)),
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new RankBadge(0.95f, getRank(ScoreRank.S)),
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new RankBadge(0.9f, getRank(ScoreRank.A)),
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new RankBadge(0.8f, getRank(ScoreRank.B)),
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new RankBadge(0.7f, getRank(ScoreRank.C)),
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new RankBadge(0.35f, getRank(ScoreRank.D)),
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new RankBadge(1, getRank(ScoreRank.X)),
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new RankBadge(0.95, getRank(ScoreRank.S)),
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new RankBadge(0.9, getRank(ScoreRank.A)),
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new RankBadge(0.8, getRank(ScoreRank.B)),
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new RankBadge(0.7, getRank(ScoreRank.C)),
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new RankBadge(0.35, getRank(ScoreRank.D)),
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}
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},
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rankText = new RankText(score.Rank)
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@ -23,7 +23,7 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy
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/// <summary>
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/// The accuracy value corresponding to the <see cref="ScoreRank"/> displayed by this badge.
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/// </summary>
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public readonly float Accuracy;
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public readonly double Accuracy;
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private readonly ScoreRank rank;
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@ -35,7 +35,7 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy
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/// </summary>
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/// <param name="accuracy">The accuracy value corresponding to <paramref name="rank"/>.</param>
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/// <param name="rank">The <see cref="ScoreRank"/> to be displayed in this <see cref="RankBadge"/>.</param>
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public RankBadge(float accuracy, ScoreRank rank)
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public RankBadge(double accuracy, ScoreRank rank)
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{
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Accuracy = accuracy;
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this.rank = rank;
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@ -90,7 +90,7 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy
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base.Update();
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// Starts at -90deg (top) and moves counter-clockwise by the accuracy
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rankContainer.Position = circlePosition(-MathF.PI / 2 - (1 - Accuracy) * MathF.PI * 2);
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rankContainer.Position = circlePosition(-MathF.PI / 2 - (1 - (float)Accuracy) * MathF.PI * 2);
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}
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private Vector2 circlePosition(float t)
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