Regressed in https://github.com/ppy/osu/pull/25216.
The new logic will ensure at least one tick is ready for judgement.
There shouldn't be a case where more than one is needed in a single
frame.
Noticed this during work on https://github.com/ppy/osu/pull/25185.
In some circumstances, it seemed that spinner bonus ticks (and mostly
them specifically) would not always play with the correct volume.
Hours of debugging later pointed at a trace at
`DrawableAudioWrapper.refreshLayoutFromParent()` not firing sometimes.
Initially I thought it to be some sort of framework bug, but after
preparing a diff and running final checks, I noticed that sometimes
the sample was being played *by a `PoolableSkinnableSample` that wasn't
loaded*. And determining why *that* is the case turned out with this
diff.
As it happens, spinner ticks get assigned a start time proportionally,
i.e. the 1st of 10 ticks is placed at 10% of the duration, the 2nd
at 20%, and so on. The start time generally shouldn't matter,
because the spinner is manually judging the ticks. *However*, the ticks
*still* receive a lifetime start / end in the same way normal objects
do, which means that in some cases they can *not be alive* when they're
hit, which means that the `DrawableAudioWrapper` flow *hasn't had
a chance to run*, and rightly so.
To fix, ensure that all spinner ticks are alive throughout the entirety
of the spinner's duration.
They had scale transforms applied to them in two places: the actual
legacy pieces themselves (esp. `LegacyHitCirclePiece`), and on the
`DrawableSliderRepeat` level.
This change moves all of the scale transforms to the skinnable pieces.
Argon and triangles have received a copy of the previous logic each,
so behaviour on those skins should not change.
It turns out multiple components depend on `Tracking` eventually
becoming `false` at the end of a slider. With my previous changes, this
was no longer the case (as could be seen by the legacy cursor particles
test failure, and heard by slider slide taking too long to stop).
Fixes half of https://github.com/ppy/osu/issues/24956.
The other half is high effort. The number portion is nested deeply and
with reason - depending on skin setting it changes the visual order.
I'm not sure how to fix that one, but I also think it's weird behaviour
and if people don't complain, it's probably fine to just dim the number
for consistency.
That said, the approach circle is an important one to ensure it matches
1:1, so I've fixed that here.