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https://github.com/ppy/osu
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Merge pull request #23372 from peppy/fix-slider-end-circle-appear-delay
Fix fade in delay for first slider end circle being incorrect when snaking disabled
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commit
a45f0b65a1
@ -15,6 +15,10 @@ using osuTK.Graphics;
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using osu.Game.Rulesets.Mods;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps.Legacy;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Sprites;
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@ -22,6 +26,7 @@ using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Osu.Configuration;
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namespace osu.Game.Rulesets.Osu.Tests
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{
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@ -30,6 +35,27 @@ namespace osu.Game.Rulesets.Osu.Tests
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{
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private int depthIndex;
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private readonly BindableBool snakingIn = new BindableBool();
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private readonly BindableBool snakingOut = new BindableBool();
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[SetUpSteps]
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public void SetUpSteps()
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{
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AddToggleStep("toggle snaking", v =>
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{
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snakingIn.Value = v;
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snakingOut.Value = v;
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});
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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var config = (OsuRulesetConfigManager)RulesetConfigs.GetConfigFor(Ruleset.Value.CreateInstance()).AsNonNull();
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config.BindWith(OsuRulesetSetting.SnakingInSliders, snakingIn);
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config.BindWith(OsuRulesetSetting.SnakingOutSliders, snakingOut);
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}
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[Test]
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public void TestVariousSliders()
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{
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@ -87,12 +87,15 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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protected override void UpdateInitialTransforms()
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{
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// When snaking in is enabled, the first end circle needs to be delayed until the snaking completes.
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bool delayFadeIn = DrawableSlider.SliderBody?.SnakingIn.Value == true && HitObject.RepeatIndex == 0;
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animDuration = Math.Min(300, HitObject.SpanDuration);
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this.Animate(
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d => d.FadeIn(animDuration),
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d => d.ScaleTo(0.5f).ScaleTo(1f, animDuration * 2, Easing.OutElasticHalf)
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);
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this
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.FadeOut()
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.Delay(delayFadeIn ? (Slider?.TimePreempt ?? 0) / 3 : 0)
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.FadeIn(HitObject.RepeatIndex == 0 ? HitObject.TimeFadeIn : animDuration);
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}
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protected override void UpdateHitStateTransforms(ArmedState state)
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@ -91,7 +91,13 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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base.UpdateInitialTransforms();
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CirclePiece.FadeInFromZero(HitObject.TimeFadeIn);
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// When snaking in is enabled, the first end circle needs to be delayed until the snaking completes.
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bool delayFadeIn = DrawableSlider.SliderBody?.SnakingIn.Value == true && HitObject.RepeatIndex == 0;
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CirclePiece
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.FadeOut()
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.Delay(delayFadeIn ? (Slider?.TimePreempt ?? 0) / 3 : 0)
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.FadeIn(HitObject.TimeFadeIn);
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}
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protected override void UpdateHitStateTransforms(ArmedState state)
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@ -39,11 +39,8 @@ namespace osu.Game.Rulesets.Osu.Objects
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}
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else
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{
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// taken from osu-stable
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const float first_end_circle_preempt_adjust = 2 / 3f;
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// The first end circle should fade in with the slider.
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TimePreempt = (StartTime - slider.StartTime) + slider.TimePreempt * first_end_circle_preempt_adjust;
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TimePreempt += StartTime - slider.StartTime;
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}
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}
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