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Remove slider head circle movement (and remove setting from "classic" mod)
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@ -25,9 +25,6 @@ namespace osu.Game.Rulesets.Osu.Mods
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[SettingSource("No slider head accuracy requirement", "Scores sliders proportionally to the number of ticks hit.")]
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public Bindable<bool> NoSliderHeadAccuracy { get; } = new BindableBool(true);
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[SettingSource("No slider head movement", "Pins slider heads at their starting position, regardless of time.")]
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public Bindable<bool> NoSliderHeadMovement { get; } = new BindableBool(true);
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[SettingSource("Apply classic note lock", "Applies note lock to the full hit window.")]
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public Bindable<bool> ClassicNoteLock { get; } = new BindableBool(true);
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@ -71,7 +68,6 @@ namespace osu.Game.Rulesets.Osu.Mods
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switch (obj)
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{
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case DrawableSliderHead head:
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head.TrackFollowCircle = !NoSliderHeadMovement.Value;
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if (FadeHitCircleEarly.Value && !usingHiddenFading)
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applyEarlyFading(head);
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@ -3,11 +3,9 @@
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#nullable disable
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using System;
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using System.Diagnostics;
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using JetBrains.Annotations;
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using osu.Framework.Bindables;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Rulesets.Scoring;
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@ -24,12 +22,6 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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public override bool DisplayResult => HitObject?.JudgeAsNormalHitCircle ?? base.DisplayResult;
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/// <summary>
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/// Makes this <see cref="DrawableSliderHead"/> track the follow circle when the start time is reached.
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/// If <c>false</c>, this <see cref="DrawableSliderHead"/> will be pinned to its initial position in the slider.
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/// </summary>
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public bool TrackFollowCircle = true;
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private readonly IBindable<int> pathVersion = new Bindable<int>();
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protected override OsuSkinComponents CirclePieceComponent => OsuSkinComponents.SliderHeadHitCircle;
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@ -64,23 +56,6 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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CheckHittable = (d, t, r) => DrawableSlider.CheckHittable?.Invoke(d, t, r) ?? ClickAction.Hit;
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}
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protected override void Update()
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{
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base.Update();
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Debug.Assert(Slider != null);
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Debug.Assert(HitObject != null);
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if (TrackFollowCircle)
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{
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double completionProgress = Math.Clamp((Time.Current - Slider.StartTime) / Slider.Duration, 0, 1);
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//todo: we probably want to reconsider this before adding scoring, but it looks and feels nice.
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if (!IsHit)
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Position = Slider.CurvePositionAt(completionProgress);
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}
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}
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protected override HitResult ResultFor(double timeOffset)
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{
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Debug.Assert(HitObject != null);
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@ -46,22 +46,6 @@ namespace osu.Game.Rulesets.Osu.Skinning.Default
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BorderSize = skin.GetConfig<OsuSkinConfiguration, float>(OsuSkinConfiguration.SliderBorderSize)?.Value ?? 1;
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BorderColour = skin.GetConfig<OsuSkinColour, Color4>(OsuSkinColour.SliderBorder)?.Value ?? Color4.White;
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drawableObject.HitObjectApplied += onHitObjectApplied;
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}
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private void onHitObjectApplied(DrawableHitObject obj)
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{
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var drawableSlider = (DrawableSlider)obj;
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if (drawableSlider.HitObject == null)
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return;
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// When not tracking the follow circle, unbind from the config and forcefully disable snaking out - it looks better that way.
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if (!drawableSlider.HeadCircle.TrackFollowCircle)
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{
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SnakingOut.UnbindFrom(configSnakingOut);
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SnakingOut.Value = false;
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}
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}
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protected virtual Color4 GetBodyAccentColour(ISkinSource skin, Color4 hitObjectAccentColour) =>
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