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Refactored ApplyToBeatmap
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@ -55,8 +55,6 @@ namespace osu.Game.Rulesets.Osu.Mods
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var osuBeatmap = (OsuBeatmap)beatmap;
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var origHitObjects = osuBeatmap.HitObjects.OrderBy(x => x.StartTime).ToList();
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var hitObjects = new List<OsuHitObject>();
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// Only place circles between startTime and endTime
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var startTime = origHitObjects.First().StartTime;
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double endTime;
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@ -74,113 +72,122 @@ namespace osu.Game.Rulesets.Osu.Mods
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break;
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}
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var comboStarts = origHitObjects.Where(x => x.NewCombo).Select(x => x.StartTime).ToList();
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TimingControlPoint currentTimingPoint = osuBeatmap.ControlPointInfo.TimingPointAt(startTime);
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var currentTime = currentTimingPoint.Time;
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int currentCombo = -1;
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IList<HitSampleInfo> lastSamples = null;
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float direction = MathHelper.TwoPi * RNG.NextSingle();
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float distance = 40f;
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while (!Precision.AlmostBigger(currentTime, endTime))
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{
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// Place a circle
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// Don't place any circles before the start of the first hit object of the map
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// Don't place any circles from the start of break time to the start of the first hit object after the break
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if (!Precision.AlmostBigger(startTime, currentTime)
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&& !osuBeatmap.Breaks.Any(x => Precision.AlmostBigger(currentTime, x.StartTime)
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&& Precision.AlmostBigger(origHitObjects.First(y => Precision.AlmostBigger(y.StartTime, x.EndTime)).StartTime, currentTime)))
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// Generate the beats
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var beats = osuBeatmap.ControlPointInfo.TimingPoints
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.Where(x => Precision.AlmostBigger(endTime, x.Time))
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.SelectMany(tp =>
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{
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var tpBeats = new List<double>();
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var currentTime = tp.Time;
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while (Precision.AlmostBigger(endTime, currentTime) && osuBeatmap.ControlPointInfo.TimingPointAt(currentTime) == tp)
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{
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tpBeats.Add(currentTime);
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currentTime += tp.BeatLength;
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}
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return tpBeats;
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})
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// Remove beats that are before startTime
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.Where(x => Precision.AlmostBigger(x, startTime))
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// Remove beats during breaks
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.Where(x => !osuBeatmap.Breaks.Any(b =>
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Precision.AlmostBigger(x, b.StartTime)
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&& Precision.AlmostBigger(origHitObjects.First(y => Precision.AlmostBigger(y.StartTime, b.EndTime)).StartTime, x)
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))
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.ToList();
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// Generate a hit circle for each beat
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var hitObjects = beats
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// Remove beats that are too close to the next one (e.g. due to timing point changes)
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.Where((x, idx) =>
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{
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if (idx == beats.Count - 1) return true;
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if (Precision.AlmostBigger(osuBeatmap.ControlPointInfo.TimingPointAt(x).BeatLength / 2, beats[idx + 1] - x))
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return false;
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return true;
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})
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.Select(x =>
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{
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var newCircle = new HitCircle();
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newCircle.ApplyDefaults(osuBeatmap.ControlPointInfo, osuBeatmap.BeatmapInfo.BaseDifficulty);
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newCircle.StartTime = currentTime;
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newCircle.StartTime = x;
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return (OsuHitObject)newCircle;
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}).ToList();
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// Determine circle position
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if (hitObjects.Count == 0)
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{
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newCircle.Position = new Vector2(RNG.NextSingle(OsuPlayfield.BASE_SIZE.X), RNG.NextSingle(OsuPlayfield.BASE_SIZE.Y));
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}
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else
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{
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var relativePos = new Vector2(
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// Add hit samples to the circles
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for (int i = 0; i < hitObjects.Count; i++)
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{
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var x = hitObjects[i];
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var samples = getSamplesAtTime(origHitObjects, x.StartTime);
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if (samples == null)
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{
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if (i > 0)
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x.Samples = hitObjects[i - 1].Samples;
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}
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else
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{
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x.Samples = samples;
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}
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}
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// Process combo numbers
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// First follow the combo indices in the original beatmap
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hitObjects.ForEach(x =>
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{
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var origObj = origHitObjects.FindLast(y => Precision.AlmostBigger(x.StartTime, y.StartTime));
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if (origObj == null) x.ComboIndex = 0;
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else x.ComboIndex = origObj.ComboIndex;
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});
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// Then reprocess them to ensure continuity in the combo indices and add indices in current combo
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var combos = hitObjects.GroupBy(x => x.ComboIndex).ToList();
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for (int i = 0; i < combos.Count; i++)
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{
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var group = combos[i].ToList();
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group.First().NewCombo = true;
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group.Last().LastInCombo = true;
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for (int j = 0; j < group.Count; j++)
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{
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var x = group[j];
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x.ComboIndex = i;
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x.IndexInCurrentCombo = j;
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}
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}
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// Position all hit circles
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var direction = MathHelper.TwoPi * RNG.NextSingle();
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for (int i = 0; i < hitObjects.Count; i++)
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{
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var x = hitObjects[i];
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if (i == 0)
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{
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x.Position = new Vector2(RNG.NextSingle(OsuPlayfield.BASE_SIZE.X), RNG.NextSingle(OsuPlayfield.BASE_SIZE.Y));
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}
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else
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{
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var distance = Math.Min(MAX_DISTANCE, 40f * (float)Math.Pow(1.05, x.ComboIndex));
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var relativePos = new Vector2(
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distance * (float)Math.Cos(direction),
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distance * (float)Math.Sin(direction)
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);
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relativePos = getRotatedVector(hitObjects.Last().Position, relativePos);
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direction = (float)Math.Atan2(relativePos.Y, relativePos.X);
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relativePos = getRotatedVector(hitObjects[i - 1].Position, relativePos);
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direction = (float)Math.Atan2(relativePos.Y, relativePos.X);
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var newPosition = Vector2.Add(hitObjects.Last().Position, relativePos);
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var newPosition = Vector2.Add(hitObjects[i - 1].Position, relativePos);
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if (newPosition.Y < 0)
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newPosition.Y = 0;
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else if (newPosition.Y > OsuPlayfield.BASE_SIZE.Y)
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newPosition.Y = OsuPlayfield.BASE_SIZE.Y;
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if (newPosition.X < 0)
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newPosition.X = 0;
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else if (newPosition.X > OsuPlayfield.BASE_SIZE.X)
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newPosition.X = OsuPlayfield.BASE_SIZE.X;
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if (newPosition.Y < 0)
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newPosition.Y = 0;
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else if (newPosition.Y > OsuPlayfield.BASE_SIZE.Y)
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newPosition.Y = OsuPlayfield.BASE_SIZE.Y;
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if (newPosition.X < 0)
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newPosition.X = 0;
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else if (newPosition.X > OsuPlayfield.BASE_SIZE.X)
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newPosition.X = OsuPlayfield.BASE_SIZE.X;
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newCircle.Position = newPosition;
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// Add a random nudge to the direction
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direction += distance / MAX_DISTANCE * (RNG.NextSingle() * MathHelper.TwoPi - MathHelper.Pi);
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}
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x.Position = newPosition;
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// Determine samples to use
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var samples = getSamplesAtTime(origHitObjects, currentTime);
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if (samples == null)
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{
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if (lastSamples != null)
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newCircle.Samples = lastSamples;
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}
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else
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{
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newCircle.Samples = samples;
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lastSamples = samples;
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}
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// Determine combo
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if (comboStarts.Count > currentCombo + 1 && !Precision.AlmostBigger(comboStarts[currentCombo + 1], currentTime))
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{
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currentCombo++;
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newCircle.NewCombo = true;
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newCircle.IndexInCurrentCombo = 0;
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if (hitObjects.Count > 0)
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hitObjects.Last().LastInCombo = true;
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// Increase distance for every combo
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distance = Math.Min(distance * 1.05f, MAX_DISTANCE);
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// Randomize direction as well
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if (x.LastInCombo)
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direction = MathHelper.TwoPi * RNG.NextSingle();
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}
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else
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{
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if (hitObjects.Count > 0)
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newCircle.IndexInCurrentCombo = hitObjects.Last().IndexInCurrentCombo + 1;
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}
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newCircle.ComboIndex = currentCombo;
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// Remove the last circle if it is too close in time to this one
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if (hitObjects.Count > 0
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&& Precision.AlmostBigger(currentTimingPoint.BeatLength / 2, newCircle.StartTime - hitObjects.Last().StartTime))
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{
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hitObjects.RemoveAt(hitObjects.Count - 1);
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}
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hitObjects.Add(newCircle);
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}
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// Advance to the next beat and check for timing point changes
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currentTime += currentTimingPoint.BeatLength;
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var newTimingPoint = osuBeatmap.ControlPointInfo.TimingPointAt(currentTime);
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if (newTimingPoint != currentTimingPoint)
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{
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currentTimingPoint = newTimingPoint;
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currentTime = currentTimingPoint.Time;
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direction += distance / MAX_DISTANCE * (RNG.NextSingle() * MathHelper.TwoPi - MathHelper.Pi);
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}
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}
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@ -242,6 +249,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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{
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using (drawable.BeginAbsoluteSequence(h.StartTime - h.TimePreempt))
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{
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// todo: this doesn't feel quite right yet
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drawable.ScaleTo(0.4f)
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.Then().ScaleTo(1.6f, h.TimePreempt * 2);
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drawable.FadeTo(0.5f)
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@ -367,7 +375,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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{
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InternalChildren = new Drawable[]
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{
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sample = new PausableSkinnableSound(new SampleInfo("spinnerbonus")), // TODO: use another sample?
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sample = new PausableSkinnableSound(new SampleInfo("spinnerbonus")), // todo: use another sample?
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};
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}
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