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Adjust completion animation
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parent
0868c00ee8
commit
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@ -8,7 +8,6 @@ using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Utils;
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using osu.Framework.Utils;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osuTK.Graphics;
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using osuTK.Graphics;
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@ -24,8 +23,10 @@ namespace osu.Game.Rulesets.Osu.Skinning.Argon
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private DrawableSpinner spinner = null!;
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private DrawableSpinner spinner = null!;
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private CircularProgress background = null!;
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[BackgroundDependencyLoader]
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[BackgroundDependencyLoader]
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private void load(DrawableHitObject drawableHitObject, OsuColour colours)
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private void load(DrawableHitObject drawableHitObject)
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{
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{
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RelativeSizeAxes = Axes.Both;
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RelativeSizeAxes = Axes.Both;
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@ -33,7 +34,7 @@ namespace osu.Game.Rulesets.Osu.Skinning.Argon
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InternalChildren = new Drawable[]
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InternalChildren = new Drawable[]
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{
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{
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new CircularProgress
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background = new CircularProgress
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{
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{
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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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@ -59,8 +60,11 @@ namespace osu.Game.Rulesets.Osu.Skinning.Argon
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{
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{
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base.Update();
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base.Update();
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fill.Alpha = (float)Interpolation.DampContinuously(fill.Alpha, spinner.Progress > 0 ? 1 : 0, 120f, (float)Math.Abs(Time.Elapsed));
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background.Alpha = spinner.Progress >= 1 ? 0 : 1;
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fill.Current.Value = (float)Interpolation.DampContinuously(fill.Current.Value, arc_fill * spinner.Progress, 120f, (float)Math.Abs(Time.Elapsed));
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fill.Alpha = (float)Interpolation.DampContinuously(fill.Alpha, spinner.Progress > 0 && spinner.Progress < 1 ? 1 : 0, 40f, (float)Math.Abs(Time.Elapsed));
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fill.Current.Value = (float)Interpolation.DampContinuously(fill.Current.Value, spinner.Progress >= 1 ? 0 : arc_fill * spinner.Progress, 40f, (float)Math.Abs(Time.Elapsed));
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fill.Rotation = (float)(90 - fill.Current.Value * 180);
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fill.Rotation = (float)(90 - fill.Current.Value * 180);
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}
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}
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}
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}
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@ -1,24 +1,34 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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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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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osu.Framework.Allocation;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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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.Containers;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Utils;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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namespace osu.Game.Rulesets.Osu.Skinning.Argon
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namespace osu.Game.Rulesets.Osu.Skinning.Argon
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{
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{
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public class ArgonSpinnerRingArc : CompositeDrawable
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public class ArgonSpinnerRingArc : CompositeDrawable
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{
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{
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private const float arc_fill = 0.31f;
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private const float arc_fill = 0.31f;
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private const float arc_fill_complete = 0.50f;
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private const float arc_radius = 0.02f;
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private const float arc_radius = 0.02f;
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private DrawableSpinner spinner = null!;
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private CircularProgress fill = null!;
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[BackgroundDependencyLoader]
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[BackgroundDependencyLoader]
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private void load()
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private void load(DrawableHitObject drawableHitObject)
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{
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{
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RelativeSizeAxes = Axes.Both;
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RelativeSizeAxes = Axes.Both;
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InternalChild = new CircularProgress
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spinner = (DrawableSpinner)drawableHitObject;
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InternalChild = fill = new CircularProgress
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{
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{
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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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@ -29,5 +39,15 @@ namespace osu.Game.Rulesets.Osu.Skinning.Argon
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RoundedCaps = true,
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RoundedCaps = true,
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};
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};
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}
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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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fill.Current.Value = (float)Interpolation.DampContinuously(fill.Current.Value, spinner.Progress >= 1 ? arc_fill_complete : arc_fill, 40f, (float)Math.Abs(Time.Elapsed));
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fill.InnerRadius = (float)Interpolation.DampContinuously(fill.InnerRadius, spinner.Progress >= 1 ? arc_radius * 2.2f : arc_radius, 40f, (float)Math.Abs(Time.Elapsed));
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fill.Rotation = (float)(-fill.Current.Value * 180);
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}
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}
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}
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}
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}
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