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Add smoothing to flashlight movement
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@ -7,6 +7,7 @@ using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics;
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using osu.Framework.Input;
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using osu.Framework.Input;
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using osu.Framework.Input.Events;
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using osu.Framework.Input.Events;
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using osu.Framework.MathUtils;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Mods;
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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;
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using osu.Game.Rulesets.Osu.Objects;
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@ -35,6 +36,9 @@ namespace osu.Game.Rulesets.Osu.Mods
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private class OsuFlashlight : Flashlight, IRequireHighFrequencyMousePosition
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private class OsuFlashlight : Flashlight, IRequireHighFrequencyMousePosition
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{
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{
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private const double follow_delay = 120;
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private double lastPositionUpdate;
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public OsuFlashlight()
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public OsuFlashlight()
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{
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{
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FlashlightSize = new Vector2(0, getSizeFor(0));
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FlashlightSize = new Vector2(0, getSizeFor(0));
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@ -48,7 +52,16 @@ namespace osu.Game.Rulesets.Osu.Mods
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protected override bool OnMouseMove(MouseMoveEvent e)
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protected override bool OnMouseMove(MouseMoveEvent e)
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{
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{
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FlashlightPosition = e.MousePosition;
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var position = FlashlightPosition;
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var destination = e.MousePosition;
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double frameTime = Clock.CurrentTime - lastPositionUpdate;
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double interp = Interpolation.ApplyEasing(Easing.Out, MathHelper.Clamp(frameTime / follow_delay, 0, 1));
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FlashlightPosition = new Vector2(
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(float)Interpolation.Lerp(position.X, destination.X, interp),
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(float)Interpolation.Lerp(position.Y, destination.Y, interp)
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);
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lastPositionUpdate = Clock.CurrentTime;
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return base.OnMouseMove(e);
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return base.OnMouseMove(e);
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}
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}
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