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https://github.com/ppy/osu
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Adjust transform logic to match osu-stable (and add TODOs for remaining oversights)
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@ -1,10 +1,10 @@
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// 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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using System;
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using System.Diagnostics;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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namespace osu.Game.Rulesets.Osu.Skinning.Legacy
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{
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@ -28,28 +28,28 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
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if (ParentObject.Judged)
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return;
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const float scale_duration = 180f;
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const float fade_duration = 90f;
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double remainingTime = ParentObject.HitStateUpdateTime - Time.Current;
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double maxScaleDuration = ParentObject.HitStateUpdateTime - Time.Current;
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double realScaleDuration = scale_duration;
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if (tracking.NewValue && maxScaleDuration < realScaleDuration && maxScaleDuration >= 0)
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realScaleDuration = maxScaleDuration;
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double realFadeDuration = fade_duration * realScaleDuration / fade_duration;
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this.ScaleTo(tracking.NewValue ? DrawableSliderBall.FOLLOW_AREA : 1f, realScaleDuration, Easing.OutQuad)
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.FadeTo(tracking.NewValue ? 1f : 0f, realFadeDuration, Easing.OutQuad);
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// Note that the scale adjust here is 2 instead of DrawableSliderBall.FOLLOW_AREA to match legacy behaviour.
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// This means the actual tracking area for gameplay purposes is larger than the sprite (but skins may be accounting for this).
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if (tracking.NewValue)
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{
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// TODO: Follow circle should bounce on each slider tick.
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this.ScaleTo(0.5f).ScaleTo(2f, Math.Min(180f, remainingTime), Easing.Out)
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.FadeTo(0).FadeTo(1f, Math.Min(60f, remainingTime));
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}
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else
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{
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// TODO: Should animate only at the next slider tick if we want to match stable perfectly.
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this.ScaleTo(4f, 100)
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.FadeTo(0f, 100);
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}
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}
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protected override void OnSliderEnd()
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{
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const float shrink_duration = 200f;
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const float fade_delay = 175f;
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const float fade_duration = 35f;
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this.ScaleTo(DrawableSliderBall.FOLLOW_AREA * 0.75f, shrink_duration, Easing.OutQuad)
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.Delay(fade_delay)
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.FadeOut(fade_duration);
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this.ScaleTo(1.6f, 200, Easing.Out)
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.FadeOut(200, Easing.In);
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}
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}
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}
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