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Revert renaming changes
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@ -77,7 +77,7 @@ namespace osu.Game.Rulesets.Osu.Tests
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if (auto && !userTriggered && Time.Current > Spinner.StartTime + Spinner.Duration / 2 && Progress < 1)
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{
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// force completion only once to not break human interaction
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Disc.BidirectionalRotation = Spinner.SpinsRequired * 360;
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Disc.RotationAbsolute = Spinner.SpinsRequired * 360;
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auto = false;
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}
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@ -136,7 +136,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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positionBindable.BindTo(HitObject.PositionBindable);
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}
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public float Progress => MathHelper.Clamp(Disc.BidirectionalRotation / 360 / Spinner.SpinsRequired, 0, 1);
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public float Progress => MathHelper.Clamp(Disc.RotationAbsolute / 360 / Spinner.SpinsRequired, 0, 1);
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protected override void CheckForResult(bool userTriggered, double timeOffset)
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{
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@ -188,7 +188,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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circle.Rotation = Disc.Rotation;
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Ticks.Rotation = Disc.Rotation;
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spmCounter.SetRotation(Disc.BidirectionalRotation);
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spmCounter.SetRotation(Disc.RotationAbsolute);
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float relativeCircleScale = Spinner.Scale * circle.DrawHeight / mainContainer.DrawHeight;
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Disc.ScaleTo(relativeCircleScale + (1 - relativeCircleScale) * Progress, 200, Easing.OutQuint);
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@ -82,12 +82,12 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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private float lastAngle;
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private float currentRotation;
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public float BidirectionalRotation;
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public float RotationAbsolute;
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private int completeTick;
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private double lastTime;
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private bool updateCompleteTick() => completeTick != (completeTick = (int)(BidirectionalRotation / 360));
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private bool updateCompleteTick() => completeTick != (completeTick = (int)(RotationAbsolute / 360));
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private bool rotationTransferred;
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@ -113,8 +113,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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lastAngle -= 360;
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currentRotation += thisAngle - lastAngle;
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BidirectionalRotation += Math.Abs(thisAngle - lastAngle) * Math.Sign(Time.Current - lastTime);
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lastTime = Time.Current;
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RotationAbsolute += Math.Abs(thisAngle - lastAngle) * Math.Sign(Clock.ElapsedFrameTime);
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}
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lastAngle = thisAngle;
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