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Revert most unnecessary changes
Turns out `AlwaysPresent` at top level is actually enough.
This reverts commit 86163d2225
.
This commit is contained in:
parent
86163d2225
commit
bd9ea9bd6f
@ -400,9 +400,6 @@ namespace osu.Game.Screens.Play.HUD.HitErrorMeters
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{
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{
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const int arrow_move_duration = 800;
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const int arrow_move_duration = 800;
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const int judgement_fade_in_duration = 100;
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const int judgement_fade_out_duration = 5000;
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if (!judgement.IsHit || judgement.HitObject.HitWindows?.WindowFor(HitResult.Miss) == 0)
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if (!judgement.IsHit || judgement.HitObject.HitWindows?.WindowFor(HitResult.Miss) == 0)
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return;
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return;
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@ -423,26 +420,12 @@ namespace osu.Game.Screens.Play.HUD.HitErrorMeters
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}
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}
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}
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}
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var judgementLine = new JudgementLine
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judgementsContainer.Add(new JudgementLine
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{
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{
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JudgementLineThickness = { BindTarget = JudgementLineThickness },
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JudgementLineThickness = { BindTarget = JudgementLineThickness },
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Y = getRelativeJudgementPosition(judgement.TimeOffset),
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Y = getRelativeJudgementPosition(judgement.TimeOffset),
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Colour = GetColourForHitResult(judgement.Type),
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Colour = GetColourForHitResult(judgement.Type),
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Alpha = 0,
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});
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Width = 0,
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};
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judgementsContainer.Add(judgementLine);
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// Importantly, transforms should be applied in this method rather than constructed drawables
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// to ensure that they are applied even when the `HitErrorMeter` is hidden (see `AlwaysPresent` usage).
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judgementLine
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.FadeTo(0.6f, judgement_fade_in_duration, Easing.OutQuint)
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.ResizeWidthTo(1, judgement_fade_in_duration, Easing.OutQuint)
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.Then()
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.FadeOut(judgement_fade_out_duration)
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.ResizeWidthTo(0, judgement_fade_out_duration, Easing.InQuint)
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.Expire();
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arrow.MoveToY(
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arrow.MoveToY(
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getRelativeJudgementPosition(floatingAverage = floatingAverage * 0.9 + judgement.TimeOffset * 0.1)
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getRelativeJudgementPosition(floatingAverage = floatingAverage * 0.9 + judgement.TimeOffset * 0.1)
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@ -473,9 +456,23 @@ namespace osu.Game.Screens.Play.HUD.HitErrorMeters
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protected override void LoadComplete()
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protected override void LoadComplete()
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{
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{
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const int judgement_fade_in_duration = 100;
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const int judgement_fade_out_duration = 5000;
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base.LoadComplete();
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base.LoadComplete();
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Alpha = 0;
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Width = 0;
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JudgementLineThickness.BindValueChanged(thickness => Height = thickness.NewValue, true);
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JudgementLineThickness.BindValueChanged(thickness => Height = thickness.NewValue, true);
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this
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.FadeTo(0.6f, judgement_fade_in_duration, Easing.OutQuint)
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.ResizeWidthTo(1, judgement_fade_in_duration, Easing.OutQuint)
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.Then()
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.FadeOut(judgement_fade_out_duration)
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.ResizeWidthTo(0, judgement_fade_out_duration, Easing.InQuint)
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.Expire();
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}
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}
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}
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}
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@ -51,37 +51,47 @@ namespace osu.Game.Screens.Play.HUD.HitErrorMeters
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Direction = FillDirection.Vertical;
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Direction = FillDirection.Vertical;
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LayoutDuration = animation_duration;
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LayoutDuration = animation_duration;
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LayoutEasing = Easing.OutQuint;
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LayoutEasing = Easing.OutQuint;
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AlwaysPresent = true;
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}
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}
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public void Push(Color4 colour)
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public void Push(Color4 colour)
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{
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{
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var hitErrorCircle = new HitErrorCircle(colour);
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Add(new HitErrorCircle(colour, drawable_judgement_size));
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Add(hitErrorCircle);
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hitErrorCircle.FadeInFromZero(animation_duration, Easing.OutQuint);
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hitErrorCircle.MoveToY(-drawable_judgement_size);
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hitErrorCircle.MoveToY(0, animation_duration, Easing.OutQuint);
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if (Children.Count > MAX_DISPLAYED_JUDGEMENTS)
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if (Children.Count > MAX_DISPLAYED_JUDGEMENTS)
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Children.FirstOrDefault(c => !c.IsRemoved)?.Remove();
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Children.FirstOrDefault(c => !c.IsRemoved)?.Remove();
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}
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}
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}
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}
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internal class HitErrorCircle : Circle
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internal class HitErrorCircle : Container
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{
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{
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public bool IsRemoved { get; private set; }
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public bool IsRemoved { get; private set; }
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public HitErrorCircle(Color4 colour)
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private readonly Circle circle;
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public HitErrorCircle(Color4 colour, int size)
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{
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{
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Colour = colour;
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Size = new Vector2(size);
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Size = new Vector2(drawable_judgement_size);
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Child = circle = new Circle
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{
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RelativeSizeAxes = Axes.Both,
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Alpha = 0,
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Colour = colour
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};
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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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circle.FadeInFromZero(animation_duration, Easing.OutQuint);
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circle.MoveToY(-DrawSize.Y);
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circle.MoveToY(0, animation_duration, Easing.OutQuint);
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}
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}
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public void Remove()
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public void Remove()
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{
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{
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IsRemoved = true;
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IsRemoved = true;
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this.FadeOut(animation_duration, Easing.OutQuint).Expire();
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this.FadeOut(animation_duration, Easing.OutQuint).Expire();
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}
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}
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}
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}
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@ -31,14 +31,15 @@ namespace osu.Game.Screens.Play.HUD.HitErrorMeters
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private void load(DrawableRuleset drawableRuleset)
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private void load(DrawableRuleset drawableRuleset)
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{
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{
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HitWindows = drawableRuleset?.FirstAvailableHitWindows ?? HitWindows.Empty;
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HitWindows = drawableRuleset?.FirstAvailableHitWindows ?? HitWindows.Empty;
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// This is to allow the visual state to be correct after HUD comes visible after being hidden.
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AlwaysPresent = true;
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}
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}
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protected override void LoadComplete()
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protected override void LoadComplete()
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{
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{
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base.LoadComplete();
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base.LoadComplete();
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AlwaysPresent = true;
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if (gameplayClockContainer != null)
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if (gameplayClockContainer != null)
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gameplayClockContainer.OnSeek += Clear;
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gameplayClockContainer.OnSeek += Clear;
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