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https://github.com/ppy/osu
synced 2024-12-12 01:48:49 +00:00
Merge branch 'master' into beatmap-import-simplification
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commit
8e9deb53fa
@ -1,6 +1,7 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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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.Graphics;
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@ -47,16 +48,20 @@ namespace osu.Game.Rulesets.Osu.Mods
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// fade out immediately after fade in.
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using (drawable.BeginAbsoluteSequence(fadeOutStartTime, true))
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{
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circle.FadeOut(fadeOutDuration);
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}
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break;
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case DrawableSlider slider:
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using (slider.BeginAbsoluteSequence(fadeOutStartTime, true))
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{
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slider.Body.FadeOut(longFadeDuration, Easing.Out);
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}
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break;
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case DrawableSliderTick sliderTick:
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// slider ticks fade out over up to one second
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var tickFadeOutDuration = Math.Min(sliderTick.HitObject.TimePreempt - DrawableSliderTick.ANIM_DURATION, 1000);
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using (sliderTick.BeginAbsoluteSequence(sliderTick.HitObject.StartTime - tickFadeOutDuration, true))
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sliderTick.FadeOut(tickFadeOutDuration);
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break;
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case DrawableSpinner spinner:
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@ -66,9 +71,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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spinner.Background.Hide();
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using (spinner.BeginAbsoluteSequence(fadeOutStartTime + longFadeDuration, true))
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{
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spinner.FadeOut(fadeOutDuration);
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}
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break;
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}
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@ -13,7 +13,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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public class DrawableSliderTick : DrawableOsuHitObject, IRequireTracking
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{
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private const double anim_duration = 150;
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public const double ANIM_DURATION = 150;
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public bool Tracking { get; set; }
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@ -51,8 +51,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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protected override void UpdatePreemptState()
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{
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this.Animate(
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d => d.FadeIn(anim_duration),
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d => d.ScaleTo(0.5f).ScaleTo(1f, anim_duration * 4, Easing.OutElasticHalf)
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d => d.FadeIn(ANIM_DURATION),
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d => d.ScaleTo(0.5f).ScaleTo(1f, ANIM_DURATION * 4, Easing.OutElasticHalf)
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);
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}
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@ -64,12 +64,12 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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this.Delay(HitObject.TimePreempt).FadeOut();
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break;
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case ArmedState.Miss:
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this.FadeOut(anim_duration)
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.FadeColour(Color4.Red, anim_duration / 2);
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this.FadeOut(ANIM_DURATION)
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.FadeColour(Color4.Red, ANIM_DURATION / 2);
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break;
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case ArmedState.Hit:
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this.FadeOut(anim_duration, Easing.OutQuint)
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.ScaleTo(Scale * 1.5f, anim_duration, Easing.Out);
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this.FadeOut(ANIM_DURATION, Easing.OutQuint)
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.ScaleTo(Scale * 1.5f, ANIM_DURATION, Easing.Out);
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break;
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}
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}
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