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https://github.com/ppy/osu
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Expose DrawableSliderRepeat
's arrow and move transforms to children
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aa7ade8186
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@ -28,8 +28,9 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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public SkinnableDrawable CirclePiece { get; private set; }
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public ReverseArrowPiece Arrow { get; private set; }
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private Drawable scaleContainer;
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private ReverseArrowPiece arrow;
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public override bool DisplayResult => false;
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@ -57,8 +58,12 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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Children = new Drawable[]
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{
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// no default for this; only visible in legacy skins.
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CirclePiece = new SkinnableDrawable(new OsuSkinComponent(OsuSkinComponents.SliderTailHitCircle), _ => Empty()),
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arrow = new ReverseArrowPiece(),
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CirclePiece = new SkinnableDrawable(new OsuSkinComponent(OsuSkinComponents.SliderTailHitCircle), _ => Empty())
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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},
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Arrow = new ReverseArrowPiece(),
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}
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};
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@ -105,8 +110,10 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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break;
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case ArmedState.Hit:
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this.FadeOut(animDuration, Easing.Out)
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.ScaleTo(Scale * 1.5f, animDuration, Easing.Out);
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this.FadeOut(animDuration, Easing.Out);
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Arrow.ScaleTo(Scale * 1.5f, animDuration, Easing.Out);
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CirclePiece.ScaleTo(Scale * 1.5f, animDuration, Easing.Out);
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break;
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}
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}
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@ -142,18 +149,18 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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}
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float aimRotation = MathUtils.RadiansToDegrees(MathF.Atan2(aimRotationVector.Y - Position.Y, aimRotationVector.X - Position.X));
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while (Math.Abs(aimRotation - arrow.Rotation) > 180)
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aimRotation += aimRotation < arrow.Rotation ? 360 : -360;
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while (Math.Abs(aimRotation - Arrow.Rotation) > 180)
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aimRotation += aimRotation < Arrow.Rotation ? 360 : -360;
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if (!hasRotation)
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{
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arrow.Rotation = aimRotation;
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Arrow.Rotation = aimRotation;
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hasRotation = true;
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}
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else
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{
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// If we're already snaking, interpolate to smooth out sharp curves (linear sliders, mainly).
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arrow.Rotation = Interpolation.ValueAt(Math.Clamp(Clock.ElapsedFrameTime, 0, 100), arrow.Rotation, aimRotation, 0, 50, Easing.OutQuint);
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Arrow.Rotation = Interpolation.ValueAt(Math.Clamp(Clock.ElapsedFrameTime, 0, 100), Arrow.Rotation, aimRotation, 0, 50, Easing.OutQuint);
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}
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}
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}
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