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@ -19,24 +19,17 @@ namespace osu.Game.Graphics.UserInterface
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private Container leftContainer;
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private Container rightContainer;
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public Vector2 ExtendLength;
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public Vector2 InitialExtendLength;
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public Vector2 ExtendLength = new Vector2(60, 0);
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public Vector2 InitialExtendLength = new Vector2(40, 0);
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private Color4 colorBright = new Color4(238, 51, 153, 255);
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private Color4 colorDark = new Color4(195, 40, 140, 255);
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private const double transformTime = 300.0;
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private const int pulseLength = 250; // FIXME: remove when bpm-based pulsing will be possible
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private const double transform_time = 300.0;
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private const int pulse_length = 250;
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public BackButton()
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{
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// [ should be set or should be relative?
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InitialExtendLength = new Vector2(40, 0);
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ExtendLength = new Vector2(60, 0);
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Width = 80;
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//Height = 40;
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// ] should be set or should be relative?
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Children = new Drawable[]
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{
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leftContainer = new Container
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@ -90,11 +83,11 @@ namespace osu.Game.Graphics.UserInterface
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{
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icon.ClearTransformations();
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rightContainer.MoveTo(Position + ExtendLength, transformTime, EasingTypes.OutElastic);
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leftContainer.ResizeTo(new Vector2(ExtendLength.X, 1.0f), transformTime, EasingTypes.OutElastic);
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rightContainer.MoveTo(Position + ExtendLength, transform_time, EasingTypes.OutElastic);
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leftContainer.ResizeTo(new Vector2(ExtendLength.X, 1.0f), transform_time, EasingTypes.OutElastic);
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int duration = 0; //(int)(Game.Audio.BeatLength / 2);
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if (duration == 0) duration = pulseLength;
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if (duration == 0) duration = pulse_length;
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double offset = 0; //(1 - Game.Audio.SyncBeatProgress) * duration;
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double startTime = Time.Current + offset;
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@ -118,11 +111,11 @@ namespace osu.Game.Graphics.UserInterface
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{
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icon.ClearTransformations();
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rightContainer.MoveTo(Position + InitialExtendLength, transformTime, EasingTypes.OutElastic);
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leftContainer.ResizeTo(new Vector2(InitialExtendLength.X, 1.0f), transformTime, EasingTypes.OutElastic);
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rightContainer.MoveTo(Position + InitialExtendLength, transform_time, EasingTypes.OutElastic);
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leftContainer.ResizeTo(new Vector2(InitialExtendLength.X, 1.0f), transform_time, EasingTypes.OutElastic);
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int duration = 0; //(int)(Game.Audio.BeatLength / 2);
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if (duration == 0) duration = pulseLength * 2;
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if (duration == 0) duration = pulse_length * 2;
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double offset = 0; //(1 - Game.Audio.SyncBeatProgress) * duration;
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double startTime = Time.Current + offset;
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