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Tidy up TestSceneLeadIn
constant for loop offset to read better
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@ -66,18 +66,20 @@ namespace osu.Game.Tests.Visual.Gameplay
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[TestCase(-10000, -10000, true)]
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public void TestStoryboardProducesCorrectStartTimeFadeInAfterOtherEvents(double firstStoryboardEvent, double expectedStartTime, bool addEventToLoop)
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{
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const double loop_start_time = -20000;
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var storyboard = new Storyboard();
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var sprite = new StoryboardSprite("unknown", Anchor.TopLeft, Vector2.Zero);
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// these should be ignored as we have an alpha visibility blocker proceeding this command.
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sprite.TimelineGroup.Scale.Add(Easing.None, -20000, -18000, 0, 1);
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var loopGroup = sprite.AddLoop(-20000, 50);
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loopGroup.Scale.Add(Easing.None, -20000, -18000, 0, 1);
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sprite.TimelineGroup.Scale.Add(Easing.None, loop_start_time, -18000, 0, 1);
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var loopGroup = sprite.AddLoop(loop_start_time, 50);
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loopGroup.Scale.Add(Easing.None, loop_start_time, -18000, 0, 1);
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var target = addEventToLoop ? loopGroup : sprite.TimelineGroup;
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double targetTime = addEventToLoop ? 20000 : 0;
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target.Alpha.Add(Easing.None, targetTime + firstStoryboardEvent, targetTime + firstStoryboardEvent + 500, 0, 1);
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double loopRelativeOffset = addEventToLoop ? -loop_start_time : 0;
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target.Alpha.Add(Easing.None, loopRelativeOffset + firstStoryboardEvent, loopRelativeOffset + firstStoryboardEvent + 500, 0, 1);
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// these should be ignored due to being in the future.
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sprite.TimelineGroup.Alpha.Add(Easing.None, 18000, 20000, 0, 1);
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