mirror of
https://github.com/ppy/osu.git
synced 2024-11-11 12:17:26 +08:00
Simplify flow of progression to be linear
This commit is contained in:
parent
5541ebc76b
commit
e0644f2726
@ -29,22 +29,46 @@ namespace osu.Game.Tests.Visual.Settings
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{
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{
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for (int i = 0; i < 4; i++)
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for (int i = 0; i < 4; i++)
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{
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{
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clickCorrectUntilResults();
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int difficulty = i + 1;
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AddAssert("check at results", () => !latencyCertifier.ChildrenOfType<LatencyArea>().Any());
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AddStep("hit c to continue", () => InputManager.Key(Key.C));
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checkDifficulty(difficulty);
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clickUntilResults(true);
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continueFromResults();
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}
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}
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checkDifficulty(5);
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clickUntilResults(false);
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continueFromResults();
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checkDifficulty(4);
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clickUntilResults(false);
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continueFromResults();
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checkDifficulty(3);
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clickUntilResults(true);
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AddAssert("check at results", () => !latencyCertifier.ChildrenOfType<LatencyArea>().Any());
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AddAssert("check at results", () => !latencyCertifier.ChildrenOfType<LatencyArea>().Any());
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AddAssert("check no buttons", () => !latencyCertifier.ChildrenOfType<OsuButton>().Any());
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AddAssert("check no buttons", () => !latencyCertifier.ChildrenOfType<OsuButton>().Any());
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checkDifficulty(3);
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}
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}
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private void clickCorrectUntilResults()
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private void continueFromResults()
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{
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AddAssert("check at results", () => !latencyCertifier.ChildrenOfType<LatencyArea>().Any());
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AddStep("hit enter to continue", () => InputManager.Key(Key.Enter));
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}
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private void checkDifficulty(int difficulty)
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{
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AddAssert($"difficulty is {difficulty}", () => latencyCertifier.DifficultyLevel == difficulty);
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}
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private void clickUntilResults(bool clickCorrect)
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{
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{
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AddUntilStep("click correct button until results", () =>
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AddUntilStep("click correct button until results", () =>
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{
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{
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var latencyArea = latencyCertifier
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var latencyArea = latencyCertifier
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.ChildrenOfType<LatencyArea>()
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.ChildrenOfType<LatencyArea>()
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.SingleOrDefault(a => a.TargetFrameRate == null);
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.SingleOrDefault(a => clickCorrect ? a.TargetFrameRate == null : a.TargetFrameRate != null);
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// reached results
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// reached results
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if (latencyArea == null)
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if (latencyArea == null)
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@ -66,11 +66,17 @@ namespace osu.Game.Screens.Utility
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private const int rounds_to_complete_certified = 20;
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private const int rounds_to_complete_certified = 20;
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/// <summary>
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/// Whether we are now in certification mode and decreasing difficulty.
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/// </summary>
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private bool isCertifying;
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private int totalRoundForNextResultsScreen => isCertifying ? rounds_to_complete_certified : rounds_to_complete;
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private int attemptsAtCurrentDifficulty;
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private int attemptsAtCurrentDifficulty;
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private int correctAtCurrentDifficulty;
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private int correctAtCurrentDifficulty;
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private int totalRoundForNextResultsScreen = rounds_to_complete;
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private int difficultyLevel = 1;
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public int DifficultyLevel { get; private set; } = 1;
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private double lastPoll;
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private double lastPoll;
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private int pollingMax;
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private int pollingMax;
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@ -199,11 +205,11 @@ Do whatever you need to try and perceive the difference in latency, then choose
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statusText.Clear();
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statusText.Clear();
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float successRate = (float)correctAtCurrentDifficulty / totalRoundForNextResultsScreen;
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float successRate = (float)correctAtCurrentDifficulty / attemptsAtCurrentDifficulty;
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bool isPass = successRate == 1;
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bool isPass = successRate == 1;
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statusText.AddParagraph($"You scored {correctAtCurrentDifficulty} out of {totalRoundForNextResultsScreen} ({successRate:0%})!", cp => cp.Colour = isPass ? colours.Green : colours.Red);
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statusText.AddParagraph($"You scored {correctAtCurrentDifficulty} out of {attemptsAtCurrentDifficulty} ({successRate:0%})!", cp => cp.Colour = isPass ? colours.Green : colours.Red);
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statusText.AddParagraph($"Level {difficultyLevel} ({mapDifficultyToTargetFrameRate(difficultyLevel):N0} Hz)",
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statusText.AddParagraph($"Level {DifficultyLevel} ({mapDifficultyToTargetFrameRate(DifficultyLevel):N0} Hz)",
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cp => cp.Font = OsuFont.Default.With(size: 24));
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cp => cp.Font = OsuFont.Default.With(size: 24));
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statusText.AddParagraph(string.Empty);
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statusText.AddParagraph(string.Empty);
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@ -211,9 +217,9 @@ Do whatever you need to try and perceive the difference in latency, then choose
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statusText.AddIcon(isPass ? FontAwesome.Regular.CheckCircle : FontAwesome.Regular.TimesCircle, cp => cp.Colour = isPass ? colours.Green : colours.Red);
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statusText.AddIcon(isPass ? FontAwesome.Regular.CheckCircle : FontAwesome.Regular.TimesCircle, cp => cp.Colour = isPass ? colours.Green : colours.Red);
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statusText.AddParagraph(string.Empty);
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statusText.AddParagraph(string.Empty);
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if (!isPass && difficultyLevel > 1)
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if (!isPass && DifficultyLevel > 1)
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{
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{
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statusText.AddParagraph("To complete certification, decrease the difficulty level until you can get 20 tests correct in a row!",
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statusText.AddParagraph("To complete certification, the difficulty level will now decrease until you can get 20 rounds correct in a row!",
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cp => cp.Font = OsuFont.Default.With(size: 24, weight: FontWeight.SemiBold));
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cp => cp.Font = OsuFont.Default.With(size: 24, weight: FontWeight.SemiBold));
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statusText.AddParagraph(string.Empty);
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statusText.AddParagraph(string.Empty);
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}
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}
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@ -226,67 +232,22 @@ Do whatever you need to try and perceive the difference in latency, then choose
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+ $"Draw: {host.DrawThread.Clock.FramesPerSecond} Hz"
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+ $"Draw: {host.DrawThread.Clock.FramesPerSecond} Hz"
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, cp => cp.Font = OsuFont.Default.With(size: 15, weight: FontWeight.SemiBold));
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, cp => cp.Font = OsuFont.Default.With(size: 15, weight: FontWeight.SemiBold));
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int certificationRemaining = !isPass ? rounds_to_complete_certified : rounds_to_complete_certified - correctAtCurrentDifficulty;
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if (isCertifying && isPass)
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if (isPass && certificationRemaining <= 0)
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{
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{
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Drawable background;
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showCertifiedScreen();
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Drawable certifiedText;
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resultsArea.AddRange(new[]
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{
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background = new Box
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{
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Colour = overlayColourProvider.Background4,
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RelativeSizeAxes = Axes.Both,
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},
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(certifiedText = new OsuSpriteText
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{
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Alpha = 0,
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Font = OsuFont.TorusAlternate.With(size: 80, weight: FontWeight.Bold),
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Text = "Certified!",
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Blending = BlendingParameters.Additive,
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}).WithEffect(new GlowEffect
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{
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Colour = overlayColourProvider.Colour1,
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PadExtent = true
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}).With(e =>
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{
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e.Anchor = Anchor.Centre;
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e.Origin = Anchor.Centre;
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}),
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new OsuSpriteText
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{
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Text = $"You should use a frame limiter with update rate of {mapDifficultyToTargetFrameRate(difficultyLevel + 1)} Hz (or fps) for best results!",
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Font = OsuFont.Torus.With(size: 24, weight: FontWeight.SemiBold),
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Y = 80,
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}
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});
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background.FadeInFromZero(1000, Easing.OutQuint);
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certifiedText.FadeInFromZero(500, Easing.InQuint);
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certifiedText
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.ScaleTo(10)
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.ScaleTo(1, 600, Easing.InQuad)
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.Then()
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.ScaleTo(1.05f, 10000, Easing.OutQuint);
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return;
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return;
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}
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}
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string cannotIncreaseReason = string.Empty;
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string cannotIncreaseReason = string.Empty;
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if (!isPass)
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if (mapDifficultyToTargetFrameRate(DifficultyLevel + 1) > target_host_update_frames)
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cannotIncreaseReason = "You didn't get a perfect score.";
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else if (mapDifficultyToTargetFrameRate(difficultyLevel + 1) > target_host_update_frames)
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cannotIncreaseReason = "You've reached the maximum level.";
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cannotIncreaseReason = "You've reached the maximum level.";
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else if (mapDifficultyToTargetFrameRate(difficultyLevel + 1) > Clock.FramesPerSecond)
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else if (mapDifficultyToTargetFrameRate(DifficultyLevel + 1) > Clock.FramesPerSecond)
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cannotIncreaseReason = "Game is not running fast enough to test this level";
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cannotIncreaseReason = "Game is not running fast enough to test this level";
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resultsArea.Add(new FillFlowContainer
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FillFlowContainer buttonFlow;
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resultsArea.Add(buttonFlow = new FillFlowContainer
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{
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{
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RelativeSizeAxes = Axes.X,
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RelativeSizeAxes = Axes.X,
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AutoSizeAxes = Axes.Y,
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AutoSizeAxes = Axes.Y,
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@ -294,42 +255,104 @@ Do whatever you need to try and perceive the difference in latency, then choose
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Origin = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft,
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Spacing = new Vector2(20),
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Spacing = new Vector2(20),
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Padding = new MarginPadding(20),
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Padding = new MarginPadding(20),
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Children = new Drawable[]
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});
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if (isPass)
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{
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buttonFlow.Add(new ButtonWithKeyBind(Key.Enter)
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{
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{
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new ButtonWithKeyBind(Key.Enter)
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Text = "Continue to next level",
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BackgroundColour = colours.Green,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Action = () => changeDifficulty(DifficultyLevel + 1),
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Enabled = { Value = string.IsNullOrEmpty(cannotIncreaseReason) },
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TooltipText = cannotIncreaseReason
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});
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}
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else
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{
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if (DifficultyLevel == 1)
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{
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buttonFlow.Add(new ButtonWithKeyBind(Key.Enter)
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{
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{
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Text = "Continue to next level",
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Text = "Retry",
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BackgroundColour = colours.Red2,
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TooltipText = "Are you even trying..?",
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Anchor = Anchor.Centre,
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BackgroundColour = colours.Pink2,
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Origin = Anchor.Centre,
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Action = () => changeDifficulty(difficultyLevel + 1),
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Enabled = { Value = string.IsNullOrEmpty(cannotIncreaseReason) },
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TooltipText = cannotIncreaseReason
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},
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new ButtonWithKeyBind(Key.D)
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{
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Text = difficultyLevel == 1 ? "Retry" : "Return to last level",
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BackgroundColour = colours.Green,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Action = () => changeDifficulty(Math.Max(difficultyLevel - 1, 1)),
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},
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new ButtonWithKeyBind(Key.C)
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{
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Text = $"Continue towards certification at this level ({certificationRemaining} more)",
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Anchor = Anchor.Centre,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Origin = Anchor.Centre,
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Action = () =>
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Action = () =>
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{
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{
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resultsArea.Clear();
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isCertifying = false;
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totalRoundForNextResultsScreen += rounds_to_complete;
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changeDifficulty(1);
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loadNextRound();
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},
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},
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TooltipText = isPass ? $"Chain {rounds_to_complete_certified} to confirm your perception!" : "You've reached your limits. Go to the previous level to complete certification!",
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});
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Enabled = { Value = isPass },
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}
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},
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else
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{
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buttonFlow.Add(new ButtonWithKeyBind(Key.Enter)
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{
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Text = "Begin certification at last level",
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BackgroundColour = colours.Yellow,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Action = () =>
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{
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isCertifying = true;
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changeDifficulty(DifficultyLevel - 1);
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},
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TooltipText = isPass ? $"Chain {rounds_to_complete_certified} rounds to confirm your perception!" : "You've reached your limits. Go to the previous level to complete certification!",
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});
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}
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}
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}
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private void showCertifiedScreen()
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{
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Drawable background;
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Drawable certifiedText;
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resultsArea.AddRange(new[]
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{
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background = new Box
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{
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Colour = overlayColourProvider.Background4,
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RelativeSizeAxes = Axes.Both,
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},
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(certifiedText = new OsuSpriteText
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{
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Alpha = 0,
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Font = OsuFont.TorusAlternate.With(size: 80, weight: FontWeight.Bold),
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Text = "Certified!",
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Blending = BlendingParameters.Additive,
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}).WithEffect(new GlowEffect
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{
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Colour = overlayColourProvider.Colour1,
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PadExtent = true
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}).With(e =>
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{
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e.Anchor = Anchor.Centre;
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e.Origin = Anchor.Centre;
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}),
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new OsuSpriteText
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{
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Text = $"You should use a frame limiter with update rate of {mapDifficultyToTargetFrameRate(DifficultyLevel + 1)} Hz (or fps) for best results!",
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Font = OsuFont.Torus.With(size: 24, weight: FontWeight.SemiBold),
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Y = 80,
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}
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}
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});
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});
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background.FadeInFromZero(1000, Easing.OutQuint);
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certifiedText.FadeInFromZero(500, Easing.InQuint);
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certifiedText
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.ScaleTo(10)
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.ScaleTo(1, 600, Easing.InQuad)
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.Then()
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.ScaleTo(1.05f, 10000, Easing.OutQuint);
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}
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}
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private void changeDifficulty(int difficulty)
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private void changeDifficulty(int difficulty)
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@ -344,8 +367,7 @@ Do whatever you need to try and perceive the difference in latency, then choose
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pollingMax = 0;
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pollingMax = 0;
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lastPoll = 0;
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lastPoll = 0;
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totalRoundForNextResultsScreen = rounds_to_complete;
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DifficultyLevel = difficulty;
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difficultyLevel = difficulty;
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loadNextRound();
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loadNextRound();
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}
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}
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@ -353,7 +375,7 @@ Do whatever you need to try and perceive the difference in latency, then choose
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private void loadNextRound()
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private void loadNextRound()
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{
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{
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attemptsAtCurrentDifficulty++;
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attemptsAtCurrentDifficulty++;
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statusText.Text = $"Level {difficultyLevel}\nRound {attemptsAtCurrentDifficulty} of {totalRoundForNextResultsScreen}";
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statusText.Text = $"Level {DifficultyLevel}\nRound {attemptsAtCurrentDifficulty} of {totalRoundForNextResultsScreen}";
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mainArea.Clear();
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mainArea.Clear();
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@ -361,13 +383,13 @@ Do whatever you need to try and perceive the difference in latency, then choose
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mainArea.AddRange(new[]
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mainArea.AddRange(new[]
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{
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{
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new LatencyArea(Key.Number1, betterSide == 1 ? mapDifficultyToTargetFrameRate(difficultyLevel) : (int?)null)
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new LatencyArea(Key.Number1, betterSide == 1 ? mapDifficultyToTargetFrameRate(DifficultyLevel) : (int?)null)
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{
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{
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Width = 0.5f,
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Width = 0.5f,
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IsActiveArea = { Value = true },
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IsActiveArea = { Value = true },
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ReportUserBest = () => recordResult(betterSide == 0),
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ReportUserBest = () => recordResult(betterSide == 0),
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},
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},
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new LatencyArea(Key.Number2, betterSide == 0 ? mapDifficultyToTargetFrameRate(difficultyLevel) : (int?)null)
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new LatencyArea(Key.Number2, betterSide == 0 ? mapDifficultyToTargetFrameRate(DifficultyLevel) : (int?)null)
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{
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{
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Width = 0.5f,
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Width = 0.5f,
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Anchor = Anchor.TopRight,
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Anchor = Anchor.TopRight,
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