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Adjust presets and rename more
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@ -33,8 +33,8 @@ namespace osu.Game.Rulesets.Osu.Mods
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public override string Description => @"Play with no approach circles and fading notes for a slight score advantage.";
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public override double ScoreMultiplier => 1.06;
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private const double fade_in_speed_multiplier = 0.6;
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private const double fade_out_speed_multiplier = 0.3;
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private const double fade_in_duration_multiplier = 0.4;
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private const double fade_out_duration_multiplier = 0.3;
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private float preEmpt => DrawableOsuHitObject.TIME_PREEMPT;
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@ -50,10 +50,10 @@ namespace osu.Game.Rulesets.Osu.Mods
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return;
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var fadeInStartTime = d.HitObject.StartTime - preEmpt;
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var fadeInDuration = preEmpt * fade_in_speed_multiplier;
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var fadeInDuration = preEmpt * fade_in_duration_multiplier;
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var fadeOutStartTime = fadeInStartTime + fadeInDuration;
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var fadeOutDuration = preEmpt * fade_out_speed_multiplier;
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var fadeOutDuration = preEmpt * fade_out_duration_multiplier;
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// new duration from completed fade in to end (before fading out)
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var newDuration = ((d.HitObject as IHasEndTime)?.EndTime ?? d.HitObject.StartTime) - fadeOutStartTime;
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@ -67,6 +67,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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case DrawableHitCircle circle:
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// we don't want to see the approach circle
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circle.ApproachCircle.Hide();
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// prolong the hitcircle long enough so misses are still possible
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circle.LifetimeEnd = circle.HitObject.StartTime + Math.Max(fadeOutDuration, circle.HitObject.HitWindowFor(HitResult.Miss));
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circle.FadeIn(fadeInDuration).Then().FadeOut(fadeOutDuration); // override fade in as it somehow gets cut otherwise
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@ -75,6 +76,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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using (slider.BeginAbsoluteSequence(fadeOutStartTime, true))
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{
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slider.Body.FadeOut(newDuration, Easing.Out);
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// delay a bit less to let the sliderball fade out peacefully instead of having a hard cut
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using (slider.BeginDelayedSequence(newDuration - fadeOutDuration, true))
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{
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@ -91,6 +93,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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using (spinner.BeginAbsoluteSequence(fadeOutStartTime, true))
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{
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var sequence = spinner.Delay(newDuration).FadeOut(fadeOutDuration);
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// speed up the end sequence accordingly
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switch (state)
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{
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@ -101,6 +104,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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sequence.ScaleTo(spinner.Scale * 0.8f, fadeOutDuration * 2, Easing.Out);
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break;
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}
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sequence.Expire();
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}
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break;
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