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Implement the accuracy heatmap
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osu.Game.Tests/Visual/Ranking/TestSceneAccuracyHeatmap.cs
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273
osu.Game.Tests/Visual/Ranking/TestSceneAccuracyHeatmap.cs
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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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using System;
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using System.Diagnostics;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Input.Events;
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using osu.Framework.Utils;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Tests.Visual.Ranking
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{
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public class TestSceneAccuracyHeatmap : OsuManualInputManagerTestScene
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{
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private readonly Box background;
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private readonly Drawable object1;
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private readonly Drawable object2;
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private readonly Heatmap heatmap;
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public TestSceneAccuracyHeatmap()
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{
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Children = new[]
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{
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background = new Box
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{
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RelativeSizeAxes = Axes.Both,
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Colour = Color4Extensions.FromHex("#333"),
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},
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object1 = new BorderCircle
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{
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Position = new Vector2(256, 192),
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Colour = Color4.Yellow,
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},
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object2 = new BorderCircle
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{
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Position = new Vector2(500, 300),
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},
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heatmap = new Heatmap
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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}
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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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Scheduler.AddDelayed(() =>
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{
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var randomPos = new Vector2(
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RNG.NextSingle(object1.DrawPosition.X - object1.DrawSize.X / 2, object1.DrawPosition.X + object1.DrawSize.X / 2),
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RNG.NextSingle(object1.DrawPosition.Y - object1.DrawSize.Y / 2, object1.DrawPosition.Y + object1.DrawSize.Y / 2));
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// The background is used for ToLocalSpace() since we need to go _inside_ the DrawSizePreservingContainer (Content of TestScene).
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heatmap.AddPoint(object2.Position, object1.Position, randomPos, RNG.NextSingle(10, 500));
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InputManager.MoveMouseTo(background.ToScreenSpace(randomPos));
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}, 1, true);
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}
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protected override bool OnMouseDown(MouseDownEvent e)
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{
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heatmap.AddPoint(object2.Position, object1.Position, background.ToLocalSpace(e.ScreenSpaceMouseDownPosition), 50);
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return true;
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}
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private class Heatmap : CompositeDrawable
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{
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/// <summary>
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/// Full size of the heatmap.
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/// </summary>
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private const float size = 100;
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/// <summary>
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/// Size of the inner circle containing the "hit" points, relative to <see cref="size"/>.
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/// All other points outside of the inner circle are "miss" points.
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/// </summary>
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private const float inner_portion = 0.8f;
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private const float rotation = 45;
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private const float point_size = 4;
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private Container<HitPoint> allPoints;
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public Heatmap()
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{
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Size = new Vector2(size);
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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InternalChildren = new Drawable[]
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{
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new CircularContainer
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Size = new Vector2(inner_portion),
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Masking = true,
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BorderThickness = 2f,
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BorderColour = Color4.White,
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Child = new Box
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{
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RelativeSizeAxes = Axes.Both,
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Colour = Color4Extensions.FromHex("#202624")
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}
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},
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new Container
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{
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RelativeSizeAxes = Axes.Both,
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Masking = true,
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Children = new Drawable[]
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{
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new Box
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Y,
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Height = 2, // We're rotating along a diagonal - we don't really care how big this is.
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Width = 1f,
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Rotation = -rotation,
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Alpha = 0.3f,
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},
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new Box
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Y,
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Height = 2, // We're rotating along a diagonal - we don't really care how big this is.
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Width = 1f,
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Rotation = rotation
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},
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new Box
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{
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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Width = 10,
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Height = 2f,
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},
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new Box
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{
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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Y = -1,
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Width = 2f,
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Height = 10,
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}
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}
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},
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allPoints = new Container<HitPoint> { RelativeSizeAxes = Axes.Both }
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};
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Vector2 centre = new Vector2(size / 2);
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int rows = (int)Math.Ceiling(size / point_size);
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int cols = (int)Math.Ceiling(size / point_size);
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for (int r = 0; r < rows; r++)
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{
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for (int c = 0; c < cols; c++)
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{
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Vector2 pos = new Vector2(c * point_size, r * point_size);
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HitType type = HitType.Hit;
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if (Vector2.Distance(pos, centre) > size * inner_portion / 2)
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type = HitType.Miss;
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allPoints.Add(new HitPoint(pos, type)
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{
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Size = new Vector2(point_size),
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Colour = type == HitType.Hit ? new Color4(102, 255, 204, 255) : new Color4(255, 102, 102, 255)
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});
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}
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}
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}
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public void AddPoint(Vector2 start, Vector2 end, Vector2 hitPoint, float radius)
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{
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double angle1 = Math.Atan2(end.Y - hitPoint.Y, hitPoint.X - end.X); // Angle between the end point and the hit point.
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double angle2 = Math.Atan2(end.Y - start.Y, start.X - end.X); // Angle between the end point and the start point.
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double finalAngle = angle2 - angle1; // Angle between start, end, and hit points.
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float normalisedDistance = Vector2.Distance(hitPoint, end) / radius;
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// Find the most relevant hit point.
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double minDist = double.PositiveInfinity;
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HitPoint point = null;
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foreach (var p in allPoints)
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{
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Vector2 localCentre = new Vector2(size / 2);
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float localRadius = localCentre.X * inner_portion * normalisedDistance;
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double localAngle = finalAngle + 3 * Math.PI / 4;
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Vector2 localPoint = localCentre + localRadius * new Vector2((float)Math.Cos(localAngle), (float)Math.Sin(localAngle));
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float dist = Vector2.Distance(p.DrawPosition + p.DrawSize / 2, localPoint);
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if (dist < minDist)
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{
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minDist = dist;
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point = p;
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}
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}
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Debug.Assert(point != null);
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point.Increment();
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}
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}
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private class HitPoint : Circle
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{
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private readonly HitType type;
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public HitPoint(Vector2 position, HitType type)
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{
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this.type = type;
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Position = position;
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Alpha = 0;
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}
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public void Increment()
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{
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if (Alpha < 1)
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Alpha += 0.1f;
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else if (type == HitType.Hit)
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Colour = ((Color4)Colour).Lighten(0.1f);
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}
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}
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private enum HitType
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{
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Hit,
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Miss
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}
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private class BorderCircle : CircularContainer
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{
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public BorderCircle()
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{
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Origin = Anchor.Centre;
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Size = new Vector2(100);
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Masking = true;
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BorderThickness = 2;
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BorderColour = Color4.White;
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InternalChildren = new Drawable[]
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{
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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Alpha = 0,
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AlwaysPresent = true
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},
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new Circle
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Size = new Vector2(4),
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}
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};
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}
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}
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}
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}
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