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Rename "easing" references to be "style" instead
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@ -22,8 +22,8 @@ namespace osu.Game.Rulesets.Osu.Mods
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public override double ScoreMultiplier => 1;
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public override double ScoreMultiplier => 1;
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public override IconUsage? Icon { get; } = FontAwesome.Regular.Circle;
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public override IconUsage? Icon { get; } = FontAwesome.Regular.Circle;
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[SettingSource("Easing", "Change the animation curve of the approach circles.", 0)]
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[SettingSource("Style", "Change the animation style of the approach circles.", 0)]
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public Bindable<ApproachCircleEasing> BindableEasing { get; } = new Bindable<ApproachCircleEasing>();
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public Bindable<AnimationStyle> Style { get; } = new Bindable<AnimationStyle>();
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[SettingSource("Initial size", "Change the initial size of the approach circle, relative to hit circles.", 1)]
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[SettingSource("Initial size", "Change the initial size of the approach circle, relative to hit circles.", 1)]
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public BindableFloat Scale { get; } = new BindableFloat
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public BindableFloat Scale { get; } = new BindableFloat
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@ -50,50 +50,50 @@ namespace osu.Game.Rulesets.Osu.Mods
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hitCircle.ApproachCircle.FadeIn(Math.Min(obj.TimeFadeIn, obj.TimePreempt));
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hitCircle.ApproachCircle.FadeIn(Math.Min(obj.TimeFadeIn, obj.TimePreempt));
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hitCircle.ApproachCircle.ScaleTo(1f, obj.TimePreempt, getEasing(BindableEasing.Value));
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hitCircle.ApproachCircle.ScaleTo(1f, obj.TimePreempt, getEasing(Style.Value));
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hitCircle.ApproachCircle.Expire(true);
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hitCircle.ApproachCircle.Expire(true);
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};
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};
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});
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});
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}
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}
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private Easing getEasing(ApproachCircleEasing approachEasing)
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private Easing getEasing(AnimationStyle approachEasing)
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{
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{
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switch (approachEasing)
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switch (approachEasing)
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{
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{
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default:
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default:
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return Easing.None;
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return Easing.None;
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case ApproachCircleEasing.Accelerate1:
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case AnimationStyle.Accelerate1:
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return Easing.In;
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return Easing.In;
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case ApproachCircleEasing.Accelerate2:
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case AnimationStyle.Accelerate2:
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return Easing.InCubic;
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return Easing.InCubic;
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case ApproachCircleEasing.Accelerate3:
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case AnimationStyle.Accelerate3:
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return Easing.InQuint;
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return Easing.InQuint;
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case ApproachCircleEasing.Gravity:
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case AnimationStyle.Gravity:
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return Easing.InBack;
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return Easing.InBack;
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case ApproachCircleEasing.Decelerate1:
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case AnimationStyle.Decelerate1:
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return Easing.Out;
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return Easing.Out;
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case ApproachCircleEasing.Decelerate2:
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case AnimationStyle.Decelerate2:
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return Easing.OutCubic;
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return Easing.OutCubic;
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case ApproachCircleEasing.Decelerate3:
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case AnimationStyle.Decelerate3:
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return Easing.OutQuint;
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return Easing.OutQuint;
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case ApproachCircleEasing.InOut1:
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case AnimationStyle.InOut1:
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return Easing.InOutCubic;
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return Easing.InOutCubic;
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case ApproachCircleEasing.InOut2:
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case AnimationStyle.InOut2:
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return Easing.InOutQuint;
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return Easing.InOutQuint;
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}
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}
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}
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}
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public enum ApproachCircleEasing
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public enum AnimationStyle
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{
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{
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Default,
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Default,
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Accelerate1,
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Accelerate1,
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