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https://github.com/ppy/osu
synced 2024-12-15 11:25:29 +00:00
Merge branch 'master' into move-cache-logic-to-base-impl
This commit is contained in:
commit
36d2169038
@ -42,8 +42,11 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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private readonly IBindable<Color4> accentColour = new Bindable<Color4>();
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private readonly IBindable<int> indexInCurrentCombo = new Bindable<int>();
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[Resolved]
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private DrawableHitObject drawableObject { get; set; }
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[BackgroundDependencyLoader]
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private void load(DrawableHitObject drawableObject)
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private void load()
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{
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var drawableOsuObject = (DrawableOsuHitObject)drawableObject;
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@ -64,32 +67,35 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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private void updateState(ValueChangedEvent<ArmedState> state)
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{
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glow.FadeOut(400);
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switch (state.NewValue)
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using (BeginAbsoluteSequence(drawableObject.HitStateUpdateTime, true))
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{
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case ArmedState.Hit:
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const double flash_in = 40;
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const double flash_out = 100;
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glow.FadeOut(400);
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flash.FadeTo(0.8f, flash_in)
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.Then()
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.FadeOut(flash_out);
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switch (state.NewValue)
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{
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case ArmedState.Hit:
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const double flash_in = 40;
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const double flash_out = 100;
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explode.FadeIn(flash_in);
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this.ScaleTo(1.5f, 400, Easing.OutQuad);
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flash.FadeTo(0.8f, flash_in)
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.Then()
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.FadeOut(flash_out);
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using (BeginDelayedSequence(flash_in, true))
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{
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// after the flash, we can hide some elements that were behind it
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ring.FadeOut();
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circle.FadeOut();
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number.FadeOut();
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explode.FadeIn(flash_in);
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this.ScaleTo(1.5f, 400, Easing.OutQuad);
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this.FadeOut(800);
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}
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using (BeginDelayedSequence(flash_in, true))
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{
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// after the flash, we can hide some elements that were behind it
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ring.FadeOut();
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circle.FadeOut();
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number.FadeOut();
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break;
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this.FadeOut(800);
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}
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break;
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}
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}
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}
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}
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@ -42,11 +42,14 @@ namespace osu.Game.Rulesets.Osu.Skinning
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private readonly Bindable<Color4> accentColour = new Bindable<Color4>();
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private readonly IBindable<int> indexInCurrentCombo = new Bindable<int>();
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[Resolved]
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private DrawableHitObject drawableObject { get; set; }
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[Resolved]
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private ISkinSource skin { get; set; }
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[BackgroundDependencyLoader]
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private void load(DrawableHitObject drawableObject)
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private void load()
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{
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var drawableOsuObject = (DrawableOsuHitObject)drawableObject;
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@ -144,28 +147,31 @@ namespace osu.Game.Rulesets.Osu.Skinning
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{
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const double legacy_fade_duration = 240;
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switch (state.NewValue)
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using (BeginAbsoluteSequence(drawableObject.HitStateUpdateTime, true))
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{
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case ArmedState.Hit:
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circleSprites.FadeOut(legacy_fade_duration, Easing.Out);
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circleSprites.ScaleTo(1.4f, legacy_fade_duration, Easing.Out);
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switch (state.NewValue)
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{
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case ArmedState.Hit:
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circleSprites.FadeOut(legacy_fade_duration, Easing.Out);
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circleSprites.ScaleTo(1.4f, legacy_fade_duration, Easing.Out);
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if (hasNumber)
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{
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var legacyVersion = skin.GetConfig<LegacySetting, decimal>(LegacySetting.Version)?.Value;
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if (legacyVersion >= 2.0m)
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// legacy skins of version 2.0 and newer only apply very short fade out to the number piece.
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hitCircleText.FadeOut(legacy_fade_duration / 4, Easing.Out);
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else
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if (hasNumber)
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{
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// old skins scale and fade it normally along other pieces.
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hitCircleText.FadeOut(legacy_fade_duration, Easing.Out);
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hitCircleText.ScaleTo(1.4f, legacy_fade_duration, Easing.Out);
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}
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}
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var legacyVersion = skin.GetConfig<LegacySetting, decimal>(LegacySetting.Version)?.Value;
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break;
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if (legacyVersion >= 2.0m)
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// legacy skins of version 2.0 and newer only apply very short fade out to the number piece.
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hitCircleText.FadeOut(legacy_fade_duration / 4, Easing.Out);
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else
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{
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// old skins scale and fade it normally along other pieces.
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hitCircleText.FadeOut(legacy_fade_duration, Easing.Out);
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hitCircleText.ScaleTo(1.4f, legacy_fade_duration, Easing.Out);
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}
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}
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break;
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}
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}
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}
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}
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@ -3,6 +3,7 @@
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using System;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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@ -20,6 +21,7 @@ namespace osu.Game.Rulesets.Osu.Skinning
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protected DrawableSpinner DrawableSpinner { get; private set; }
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private Sprite spin;
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private Sprite clear;
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[BackgroundDependencyLoader]
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private void load(DrawableHitObject drawableHitObject, ISkinSource source)
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@ -39,17 +41,58 @@ namespace osu.Game.Rulesets.Osu.Skinning
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Scale = new Vector2(SPRITE_SCALE),
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Y = 120 - 45 // offset temporarily to avoid overlapping default spin counter
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},
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clear = new Sprite
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Depth = float.MinValue,
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Alpha = 0,
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Texture = source.GetTexture("spinner-clear"),
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Scale = new Vector2(SPRITE_SCALE),
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Y = -60
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},
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});
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}
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private readonly Bindable<bool> completed = new Bindable<bool>();
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protected override void LoadComplete()
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{
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base.LoadComplete();
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completed.BindTo(DrawableSpinner.RotationTracker.Complete);
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completed.BindValueChanged(onCompletedChanged, true);
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DrawableSpinner.ApplyCustomUpdateState += UpdateStateTransforms;
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UpdateStateTransforms(DrawableSpinner, DrawableSpinner.State.Value);
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}
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private void onCompletedChanged(ValueChangedEvent<bool> completed)
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{
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if (completed.NewValue)
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{
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double startTime = Math.Min(Time.Current, DrawableSpinner.HitStateUpdateTime - 400);
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using (BeginAbsoluteSequence(startTime, true))
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{
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clear.FadeInFromZero(400, Easing.Out);
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clear.ScaleTo(SPRITE_SCALE * 2)
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.Then().ScaleTo(SPRITE_SCALE * 0.8f, 240, Easing.Out)
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.Then().ScaleTo(SPRITE_SCALE, 160);
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}
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const double fade_out_duration = 50;
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using (BeginAbsoluteSequence(DrawableSpinner.HitStateUpdateTime - fade_out_duration, true))
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clear.FadeOut(fade_out_duration);
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}
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else
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{
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clear.ClearTransforms();
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clear.Alpha = 0;
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}
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}
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protected virtual void UpdateStateTransforms(DrawableHitObject drawableHitObject, ArmedState state)
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{
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switch (drawableHitObject)
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@ -59,7 +102,6 @@ namespace osu.Game.Rulesets.Osu.Skinning
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using (BeginAbsoluteSequence(drawableHitObject.HitStateUpdateTime - fadeOutLength, true))
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spin.FadeOutFromOne(fadeOutLength);
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break;
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case DrawableSpinnerTick d:
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