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Fix star fountains sometimes resetting visually
Addresses https://github.com/ppy/osu/discussions/26622.
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commit
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@ -3,6 +3,7 @@
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using osu.Framework.Allocation;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Threading;
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using osu.Framework.Utils;
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using osu.Framework.Utils;
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using osu.Game.Graphics;
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using osu.Game.Graphics;
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using osu.Game.Skinning;
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using osu.Game.Skinning;
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@ -43,8 +44,6 @@ namespace osu.Game.Screens.Menu
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private const double shoot_duration = 800;
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private const double shoot_duration = 800;
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protected override bool CanSpawnParticles => lastShootTime != null && Time.Current - lastShootTime < shoot_duration;
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[Resolved]
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[Resolved]
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private ISkinSource skin { get; set; } = null!;
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private ISkinSource skin { get; set; } = null!;
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@ -57,7 +56,6 @@ namespace osu.Game.Screens.Menu
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private void load(TextureStore textures)
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private void load(TextureStore textures)
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{
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{
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Texture = skin.GetTexture("Menu/fountain-star") ?? textures.Get("Menu/fountain-star");
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Texture = skin.GetTexture("Menu/fountain-star") ?? textures.Get("Menu/fountain-star");
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Active.Value = true;
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}
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}
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protected override FallingParticle CreateParticle()
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protected override FallingParticle CreateParticle()
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@ -81,8 +79,15 @@ namespace osu.Game.Screens.Menu
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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) / shoot_duration) + getRandomVariance(x_velocity_random_variance);
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}
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}
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private ScheduledDelegate? deactivateDelegate;
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public void Shoot(int direction)
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public void Shoot(int direction)
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{
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{
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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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lastShootTime = Clock.CurrentTime;
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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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}
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