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471 lines
18 KiB
C#
471 lines
18 KiB
C#
// 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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#nullable disable
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Colour;
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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.Utils;
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using osu.Game.Audio;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Scoring;
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using osu.Game.Skinning;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Screens.Ranking.Expanded.Accuracy
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{
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/// <summary>
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/// The component that displays the player's accuracy on the results screen.
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/// </summary>
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public partial class AccuracyCircle : CompositeDrawable
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{
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/// <summary>
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/// The total duration of the animation.
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/// </summary>
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public const double TOTAL_DURATION = APPEAR_DURATION + ACCURACY_TRANSFORM_DELAY + ACCURACY_TRANSFORM_DURATION;
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/// <summary>
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/// Duration for the transforms causing this component to appear.
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/// </summary>
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public const double APPEAR_DURATION = 200;
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/// <summary>
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/// Delay before the accuracy circle starts filling.
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/// </summary>
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public const double ACCURACY_TRANSFORM_DELAY = 450;
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/// <summary>
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/// Duration for the accuracy circle fill.
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/// </summary>
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public const double ACCURACY_TRANSFORM_DURATION = 3000;
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/// <summary>
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/// Delay after <see cref="ACCURACY_TRANSFORM_DURATION"/> for the rank text (A/B/C/D/S/SS) to appear.
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/// </summary>
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public const double TEXT_APPEAR_DELAY = ACCURACY_TRANSFORM_DURATION / 2;
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/// <summary>
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/// Delay before the rank circles start filling.
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/// </summary>
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public const double RANK_CIRCLE_TRANSFORM_DELAY = 150;
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/// <summary>
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/// Duration for the rank circle fills.
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/// </summary>
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public const double RANK_CIRCLE_TRANSFORM_DURATION = 800;
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/// <summary>
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/// Relative width of the rank circles.
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/// </summary>
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public const float RANK_CIRCLE_RADIUS = 0.05f;
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/// <summary>
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/// Relative width of the circle showing the accuracy.
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/// </summary>
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private const float accuracy_circle_radius = 0.2f;
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/// <summary>
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/// SS is displayed as a 1% region, otherwise it would be invisible.
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/// </summary>
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public const double VIRTUAL_SS_PERCENTAGE = 0.01;
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/// <summary>
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/// The width of spacing in terms of accuracy between the grade circles.
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/// </summary>
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public const double GRADE_SPACING_PERCENTAGE = 2.0 / 360;
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/// <summary>
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/// The easing for the circle filling transforms.
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/// </summary>
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public static readonly Easing ACCURACY_TRANSFORM_EASING = Easing.OutPow10;
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private readonly ScoreInfo score;
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private CircularProgress accuracyCircle;
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private GradedCircles gradedCircles;
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private Container<RankBadge> badges;
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private RankText rankText;
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private PoolableSkinnableSample scoreTickSound;
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private PoolableSkinnableSample badgeTickSound;
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private PoolableSkinnableSample badgeMaxSound;
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private PoolableSkinnableSample swooshUpSound;
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private PoolableSkinnableSample rankImpactSound;
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private PoolableSkinnableSample rankApplauseSound;
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private readonly Bindable<double> tickPlaybackRate = new Bindable<double>();
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private double lastTickPlaybackTime;
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private bool isTicking;
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private readonly double accuracyX;
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private readonly double accuracyS;
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private readonly double accuracyA;
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private readonly double accuracyB;
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private readonly double accuracyC;
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private readonly double accuracyD;
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private readonly bool withFlair;
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private readonly bool isFailedSDueToMisses;
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private RankText failedSRankText;
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public AccuracyCircle(ScoreInfo score, bool withFlair = false)
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{
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this.score = score;
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this.withFlair = withFlair;
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ScoreProcessor scoreProcessor = score.Ruleset.CreateInstance().CreateScoreProcessor();
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accuracyX = scoreProcessor.AccuracyCutoffFromRank(ScoreRank.X);
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accuracyS = scoreProcessor.AccuracyCutoffFromRank(ScoreRank.S);
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accuracyA = scoreProcessor.AccuracyCutoffFromRank(ScoreRank.A);
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accuracyB = scoreProcessor.AccuracyCutoffFromRank(ScoreRank.B);
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accuracyC = scoreProcessor.AccuracyCutoffFromRank(ScoreRank.C);
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accuracyD = scoreProcessor.AccuracyCutoffFromRank(ScoreRank.D);
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isFailedSDueToMisses = score.Accuracy >= accuracyS && score.Rank == ScoreRank.A;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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InternalChildren = new Drawable[]
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{
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new CircularProgress
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{
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Name = "Background circle",
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Colour = OsuColour.Gray(47),
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Alpha = 0.5f,
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InnerRadius = accuracy_circle_radius + 0.01f, // Extends a little bit into the circle
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Progress = 1,
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},
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accuracyCircle = new CircularProgress
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{
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Name = "Accuracy circle",
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Colour = ColourInfo.GradientVertical(Color4Extensions.FromHex("#7CF6FF"), Color4Extensions.FromHex("#BAFFA9")),
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InnerRadius = accuracy_circle_radius,
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},
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new Container
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Size = new Vector2(0.8f),
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Padding = new MarginPadding(2.5f),
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Child = gradedCircles = new GradedCircles(accuracyC, accuracyB, accuracyA, accuracyS, accuracyX)
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{
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RelativeSizeAxes = Axes.Both
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}
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},
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badges = new Container<RankBadge>
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{
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Name = "Rank badges",
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding { Vertical = -15, Horizontal = -20 },
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Children = new[]
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{
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new RankBadge(accuracyD, Interpolation.Lerp(accuracyD, accuracyC, 0.5), getRank(ScoreRank.D)),
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new RankBadge(accuracyC, Interpolation.Lerp(accuracyC, accuracyB, 0.5), getRank(ScoreRank.C)),
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new RankBadge(accuracyB, Interpolation.Lerp(accuracyB, accuracyA, 0.5), getRank(ScoreRank.B)),
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// The S and A badges are moved down slightly to prevent collision with the SS badge.
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new RankBadge(accuracyA, Interpolation.Lerp(accuracyA, accuracyS, 0.25), getRank(ScoreRank.A)),
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new RankBadge(accuracyS, Interpolation.Lerp(accuracyS, (accuracyX - VIRTUAL_SS_PERCENTAGE), 0.25), getRank(ScoreRank.S)),
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new RankBadge(accuracyX, accuracyX, getRank(ScoreRank.X)),
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}
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},
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rankText = new RankText(score.Rank)
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};
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if (isFailedSDueToMisses)
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AddInternal(failedSRankText = new RankText(ScoreRank.S));
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if (withFlair)
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{
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var applauseSamples = new List<string> { applauseSampleName };
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if (score.Rank >= ScoreRank.B)
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// when rank is B or higher, play legacy applause sample on legacy skins.
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applauseSamples.Insert(0, @"applause");
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AddRangeInternal(new Drawable[]
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{
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rankImpactSound = new PoolableSkinnableSample(new SampleInfo(impactSampleName)),
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rankApplauseSound = new PoolableSkinnableSample(new SampleInfo(applauseSamples.ToArray())),
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scoreTickSound = new PoolableSkinnableSample(new SampleInfo(@"Results/score-tick")),
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badgeTickSound = new PoolableSkinnableSample(new SampleInfo(@"Results/badge-dink")),
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badgeMaxSound = new PoolableSkinnableSample(new SampleInfo(@"Results/badge-dink-max")),
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swooshUpSound = new PoolableSkinnableSample(new SampleInfo(@"Results/swoosh-up")),
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});
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}
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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this.ScaleTo(0).Then().ScaleTo(1, APPEAR_DURATION, Easing.OutQuint);
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if (withFlair)
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{
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const double swoosh_pre_delay = 443f;
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const double swoosh_volume = 0.4f;
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this.Delay(swoosh_pre_delay).Schedule(() =>
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{
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swooshUpSound.VolumeTo(swoosh_volume);
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swooshUpSound.Play();
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});
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}
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using (BeginDelayedSequence(RANK_CIRCLE_TRANSFORM_DELAY))
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gradedCircles.TransformTo(nameof(GradedCircles.Progress), 1.0, RANK_CIRCLE_TRANSFORM_DURATION, ACCURACY_TRANSFORM_EASING);
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using (BeginDelayedSequence(ACCURACY_TRANSFORM_DELAY))
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{
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double targetAccuracy = score.Accuracy;
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double[] notchPercentages =
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{
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accuracyS,
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accuracyA,
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accuracyB,
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accuracyC,
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};
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// Ensure the gauge overshoots or undershoots a bit so it doesn't land in the gaps of the inner graded circle (caused by `RankNotch`es),
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// to prevent ambiguity on what grade it's pointing at.
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foreach (double p in notchPercentages)
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{
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if (Precision.AlmostEquals(p, targetAccuracy, GRADE_SPACING_PERCENTAGE / 2))
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{
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int tippingDirection = targetAccuracy - p >= 0 ? 1 : -1; // We "round up" here to match rank criteria
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targetAccuracy = p + tippingDirection * (GRADE_SPACING_PERCENTAGE / 2);
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break;
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}
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}
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// The final gap between 99.999...% (S) and 100% (SS) is exaggerated by `virtual_ss_percentage`. We don't want to land there either.
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if (score.Rank == ScoreRank.X || score.Rank == ScoreRank.XH)
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targetAccuracy = 1;
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else
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targetAccuracy = Math.Min(accuracyX - VIRTUAL_SS_PERCENTAGE - GRADE_SPACING_PERCENTAGE / 2, targetAccuracy);
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// The accuracy circle gauge visually fills up a bit too much.
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// This wouldn't normally matter but we want it to align properly with the inner graded circle in the above cases.
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const double visual_alignment_offset = 0.001;
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if (targetAccuracy < 1 && targetAccuracy >= visual_alignment_offset)
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targetAccuracy -= visual_alignment_offset;
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accuracyCircle.ProgressTo(targetAccuracy, ACCURACY_TRANSFORM_DURATION, ACCURACY_TRANSFORM_EASING);
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if (withFlair)
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{
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Schedule(() =>
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{
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const double score_tick_debounce_rate_start = 18f;
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const double score_tick_debounce_rate_end = 300f;
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const double score_tick_volume_start = 0.6f;
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const double score_tick_volume_end = 1.0f;
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this.TransformBindableTo(tickPlaybackRate, score_tick_debounce_rate_start);
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this.TransformBindableTo(tickPlaybackRate, score_tick_debounce_rate_end, ACCURACY_TRANSFORM_DURATION, Easing.OutSine);
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scoreTickSound.FrequencyTo(1 + targetAccuracy, ACCURACY_TRANSFORM_DURATION, Easing.OutSine);
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scoreTickSound.VolumeTo(score_tick_volume_start).Then().VolumeTo(score_tick_volume_end, ACCURACY_TRANSFORM_DURATION, Easing.OutSine);
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isTicking = true;
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});
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}
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int badgeNum = 0;
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if (score.Rank != ScoreRank.F)
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{
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foreach (var badge in badges)
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{
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if (badge.Accuracy > score.Accuracy)
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continue;
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using (BeginDelayedSequence(
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inverseEasing(ACCURACY_TRANSFORM_EASING, Math.Min(accuracyX - VIRTUAL_SS_PERCENTAGE, badge.Accuracy) / targetAccuracy) * ACCURACY_TRANSFORM_DURATION))
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{
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badge.Appear();
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if (withFlair)
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{
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Schedule(() =>
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{
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var dink = badgeNum < badges.Count - 1 ? badgeTickSound : badgeMaxSound;
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dink.FrequencyTo(1 + badgeNum++ * 0.05);
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dink.Play();
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});
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}
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}
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}
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}
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using (BeginDelayedSequence(TEXT_APPEAR_DELAY))
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{
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rankText.Appear();
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if (withFlair)
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{
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Schedule(() =>
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{
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isTicking = false;
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rankImpactSound.Play();
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});
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const double applause_pre_delay = 545f;
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const double applause_volume = 0.8f;
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using (BeginDelayedSequence(applause_pre_delay))
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{
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Schedule(() =>
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{
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rankApplauseSound.VolumeTo(applause_volume);
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rankApplauseSound.Play();
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});
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}
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}
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}
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if (isFailedSDueToMisses)
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{
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const double adjust_duration = 200;
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using (BeginDelayedSequence(TEXT_APPEAR_DELAY - adjust_duration))
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{
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failedSRankText.FadeIn(adjust_duration);
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using (BeginDelayedSequence(adjust_duration))
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{
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failedSRankText
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.FadeColour(Color4.Red, 800, Easing.Out)
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.RotateTo(10, 1000, Easing.Out)
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.MoveToY(100, 1000, Easing.In)
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.FadeOut(800, Easing.Out);
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accuracyCircle
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.ProgressTo(accuracyS - GRADE_SPACING_PERCENTAGE / 2 - visual_alignment_offset, 70, Easing.OutQuint);
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badges.Single(b => b.Rank == getRank(ScoreRank.S))
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.FadeOut(70, Easing.OutQuint);
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}
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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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if (isTicking && Clock.CurrentTime - lastTickPlaybackTime >= tickPlaybackRate.Value)
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{
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scoreTickSound?.Play();
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lastTickPlaybackTime = Clock.CurrentTime;
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}
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}
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private string applauseSampleName
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{
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get
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{
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switch (score.Rank)
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{
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default:
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case ScoreRank.D:
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return @"Results/applause-d";
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case ScoreRank.C:
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return @"Results/applause-c";
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case ScoreRank.B:
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return @"Results/applause-b";
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case ScoreRank.A:
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return @"Results/applause-a";
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case ScoreRank.S:
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case ScoreRank.SH:
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case ScoreRank.X:
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case ScoreRank.XH:
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return @"Results/applause-s";
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}
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}
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}
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private string impactSampleName
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{
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get
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{
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switch (score.Rank)
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{
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default:
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case ScoreRank.D:
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return @"Results/rank-impact-fail-d";
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case ScoreRank.C:
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case ScoreRank.B:
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return @"Results/rank-impact-fail";
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case ScoreRank.A:
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case ScoreRank.S:
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case ScoreRank.SH:
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return @"Results/rank-impact-pass";
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case ScoreRank.X:
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case ScoreRank.XH:
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return @"Results/rank-impact-pass-ss";
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}
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}
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}
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private ScoreRank getRank(ScoreRank rank)
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{
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foreach (var mod in score.Mods.OfType<IApplicableToScoreProcessor>())
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rank = mod.AdjustRank(rank, score.Accuracy);
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return rank;
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}
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private double inverseEasing(Easing easing, double targetValue)
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{
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double test = 0;
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double result = 0;
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int count = 2;
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while (Math.Abs(result - targetValue) > 0.005)
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{
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int dir = Math.Sign(targetValue - result);
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test += dir * 1.0 / count;
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result = Interpolation.ApplyEasing(easing, test);
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count++;
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}
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return test;
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}
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}
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}
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