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Add in-gameplay version of kiai star fountains/burst
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commit
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@ -4,17 +4,17 @@
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Graphics;
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using osu.Framework.Testing;
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using osu.Framework.Utils;
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using osu.Game.Screens.Menu;
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using osu.Game.Screens.Play;
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namespace osu.Game.Tests.Visual.Menus
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{
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[TestFixture]
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public partial class TestSceneStarFountain : OsuTestScene
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{
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[SetUpSteps]
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public void SetUpSteps()
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[Test]
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public void TestMenu()
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{
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AddStep("make fountains", () =>
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{
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@ -34,11 +34,7 @@ namespace osu.Game.Tests.Visual.Menus
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},
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};
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});
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}
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[Test]
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public void TestPew()
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{
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AddRepeatStep("activate fountains sometimes", () =>
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{
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foreach (var fountain in Children.OfType<StarFountain>())
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@ -48,5 +44,34 @@ namespace osu.Game.Tests.Visual.Menus
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}
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}, 150);
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}
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[Test]
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public void TestGameplay()
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{
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AddStep("make fountains", () =>
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{
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Children = new[]
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{
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new KiaiGameplayFountains.GameplayStarFountain
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{
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft,
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X = 75,
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},
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new KiaiGameplayFountains.GameplayStarFountain
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{
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Anchor = Anchor.BottomRight,
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Origin = Anchor.BottomRight,
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X = -75,
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},
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};
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});
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AddRepeatStep("activate fountains", () =>
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{
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((StarFountain)Children[0]).Shoot(1);
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((StarFountain)Children[1]).Shoot(-1);
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}, 150);
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}
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}
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}
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@ -21,9 +21,11 @@ namespace osu.Game.Screens.Menu
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[BackgroundDependencyLoader]
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private void load()
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{
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InternalChild = spewer = new StarFountainSpewer();
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InternalChild = spewer = CreateSpewer();
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}
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protected virtual StarFountainSpewer CreateSpewer() => new StarFountainSpewer();
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public void Shoot(int direction) => spewer.Shoot(direction);
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protected override void SkinChanged(ISkinSource skin)
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@ -38,17 +40,23 @@ namespace osu.Game.Screens.Menu
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private const int particle_duration_max = 1000;
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private double? lastShootTime;
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private int lastShootDirection;
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protected int LastShootDirection { get; private set; }
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protected override float ParticleGravity => 800;
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private const double shoot_duration = 800;
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protected virtual double ShootDuration => 800;
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[Resolved]
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private ISkinSource skin { get; set; } = null!;
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public StarFountainSpewer()
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: base(null, 240, particle_duration_max)
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: this(240)
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{
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}
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protected StarFountainSpewer(int perSecond)
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: base(null, perSecond, particle_duration_max)
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{
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}
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@ -67,16 +75,16 @@ namespace osu.Game.Screens.Menu
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StartAngle = getRandomVariance(4),
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EndAngle = getRandomVariance(2),
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EndScale = 2.2f + getRandomVariance(0.4f),
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Velocity = new Vector2(getCurrentAngle(), -1400 + getRandomVariance(100)),
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Velocity = new Vector2(GetCurrentAngle(), -1400 + getRandomVariance(100)),
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};
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}
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private float getCurrentAngle()
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protected virtual float GetCurrentAngle()
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{
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const float x_velocity_from_direction = 500;
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const float x_velocity_random_variance = 60;
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const float x_velocity_from_direction = 500;
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return lastShootDirection * x_velocity_from_direction * (float)(1 - 2 * (Clock.CurrentTime - lastShootTime!.Value) / shoot_duration) + getRandomVariance(x_velocity_random_variance);
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return LastShootDirection * x_velocity_from_direction * (float)(1 - 2 * (Clock.CurrentTime - lastShootTime!.Value) / ShootDuration) + getRandomVariance(x_velocity_random_variance);
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}
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private ScheduledDelegate? deactivateDelegate;
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@ -86,10 +94,10 @@ namespace osu.Game.Screens.Menu
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Active.Value = true;
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deactivateDelegate?.Cancel();
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deactivateDelegate = Scheduler.AddDelayed(() => Active.Value = false, shoot_duration);
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deactivateDelegate = Scheduler.AddDelayed(() => Active.Value = false, ShootDuration);
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lastShootTime = Clock.CurrentTime;
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lastShootDirection = direction;
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LastShootDirection = direction;
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}
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private static float getRandomVariance(float variance) => RNG.NextSingle(-variance, variance);
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94
osu.Game/Screens/Play/KiaiGameplayFountains.cs
Normal file
94
osu.Game/Screens/Play/KiaiGameplayFountains.cs
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@ -0,0 +1,94 @@
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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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#nullable disable
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using System;
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using osu.Framework.Allocation;
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using osu.Framework.Audio.Track;
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using osu.Framework.Graphics;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Graphics.Containers;
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using osu.Game.Screens.Menu;
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namespace osu.Game.Screens.Play
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{
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public partial class KiaiGameplayFountains : BeatSyncedContainer
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{
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private StarFountain leftFountain = null!;
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private StarFountain rightFountain = null!;
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[BackgroundDependencyLoader]
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private void load()
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{
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RelativeSizeAxes = Axes.Both;
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Children = new[]
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{
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leftFountain = new GameplayStarFountain
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{
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft,
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X = 75,
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},
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rightFountain = new GameplayStarFountain
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{
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Anchor = Anchor.BottomRight,
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Origin = Anchor.BottomRight,
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X = -75,
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},
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};
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}
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private bool isTriggered;
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private double? lastTrigger;
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protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, ChannelAmplitudes amplitudes)
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{
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base.OnNewBeat(beatIndex, timingPoint, effectPoint, amplitudes);
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if (effectPoint.KiaiMode && !isTriggered)
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{
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bool isNearEffectPoint = Math.Abs(BeatSyncSource.Clock.CurrentTime - effectPoint.Time) < 500;
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if (isNearEffectPoint)
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Shoot();
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}
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isTriggered = effectPoint.KiaiMode;
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}
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public void Shoot()
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{
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if (lastTrigger != null && Clock.CurrentTime - lastTrigger < 500)
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return;
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leftFountain.Shoot(1);
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rightFountain.Shoot(-1);
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lastTrigger = Clock.CurrentTime;
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}
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public partial class GameplayStarFountain : StarFountain
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{
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protected override StarFountainSpewer CreateSpewer() => new GameplayStarFountainSpewer();
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private partial class GameplayStarFountainSpewer : StarFountainSpewer
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{
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protected override double ShootDuration => 400;
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public GameplayStarFountainSpewer()
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: base(perSecond: 180)
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{
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}
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protected override float GetCurrentAngle()
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{
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const float x_velocity_from_direction = 450;
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const float x_velocity_to_direction = 600;
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return LastShootDirection * RNG.NextSingle(x_velocity_from_direction, x_velocity_to_direction);
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}
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}
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}
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}
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}
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@ -405,8 +405,20 @@ namespace osu.Game.Screens.Play
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protected virtual GameplayClockContainer CreateGameplayClockContainer(WorkingBeatmap beatmap, double gameplayStart) => new MasterGameplayClockContainer(beatmap, gameplayStart);
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private Drawable createUnderlayComponents() =>
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DimmableStoryboard = new DimmableStoryboard(GameplayState.Storyboard, GameplayState.Mods) { RelativeSizeAxes = Axes.Both };
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private Drawable createUnderlayComponents()
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{
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var container = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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DimmableStoryboard = new DimmableStoryboard(GameplayState.Storyboard, GameplayState.Mods) { RelativeSizeAxes = Axes.Both },
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new KiaiGameplayFountains(),
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},
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};
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return container;
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}
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private Drawable createGameplayComponents(IWorkingBeatmap working) => new ScalingContainer(ScalingMode.Gameplay)
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{
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