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Hide spinner approach circle in "Hidden" mod
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@ -110,6 +110,9 @@ namespace osu.Game.Rulesets.Osu.Mods
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// hide elements we don't care about.
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// todo: hide background
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using (spinner.BeginAbsoluteSequence(hitObject.StartTime - hitObject.TimePreempt))
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spinner.HideApproachCircle();
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using (spinner.BeginAbsoluteSequence(fadeStartTime))
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spinner.FadeOut(fadeDuration);
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@ -42,6 +42,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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private const float spinning_sample_initial_frequency = 1.0f;
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private const float spinning_sample_modulated_base_frequency = 0.5f;
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internal readonly Bindable<Visibility> ApproachCircleVisibility = new Bindable<Visibility>(Visibility.Visible);
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/// <summary>
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/// The amount of bonus score gained from spinning after the required number of spins, for display purposes.
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/// </summary>
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@ -285,6 +287,11 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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updateBonusScore();
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}
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/// <summary>
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/// Hides the spinner's approach circle if it has one.
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/// </summary>
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public void HideApproachCircle() => this.TransformBindableTo(ApproachCircleVisibility, Visibility.Hidden);
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private static readonly int score_per_tick = new SpinnerBonusTick.OsuSpinnerBonusTickJudgement().MaxNumericResult;
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private int wholeSpins;
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@ -125,6 +125,7 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
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}
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}
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private IBindable<Visibility> approachCircleVisibility;
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private IBindable<double> gainedBonus;
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private IBindable<double> spinsPerMinute;
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@ -134,6 +135,12 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
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{
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base.LoadComplete();
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approachCircleVisibility = DrawableSpinner.ApproachCircleVisibility.GetBoundCopy();
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approachCircleVisibility.BindValueChanged(v =>
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{
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approachCircle.Alpha = v.NewValue == Visibility.Hidden ? 0 : 1;
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}, true);
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gainedBonus = DrawableSpinner.GainedBonus.GetBoundCopy();
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gainedBonus.BindValueChanged(bonus =>
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{
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