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Add static configuration
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@ -4,12 +4,15 @@
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#nullable enable
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using System;
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using System.Collections.Generic;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Input.Events;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Overlays.Settings;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Scoring;
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using osuTK;
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@ -25,11 +28,11 @@ namespace osu.Game.Screens.Utility
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private readonly List<HitEvent> hitEvents = new List<HitEvent>();
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private int? lastGeneratedBeat;
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private double? lastGeneratedBeatTime;
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private const double beat_length = 500;
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private const double approach_rate_milliseconds = 100;
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private const float spacing = 0.1f;
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private static readonly BindableDouble beat_length = new BindableDouble(500) { MinValue = 200, MaxValue = 1000 };
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private static readonly BindableDouble approach_rate_milliseconds = new BindableDouble(100) { MinValue = 50, MaxValue = 500 };
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private static readonly BindableFloat spacing = new BindableFloat(0.2f) { MinValue = 0.05f, MaxValue = 0.4f };
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protected override void LoadComplete()
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{
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@ -37,12 +40,40 @@ namespace osu.Game.Screens.Utility
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InternalChildren = new Drawable[]
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{
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new FillFlowContainer
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{
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AutoSizeAxes = Axes.Y,
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Width = 400,
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Spacing = new Vector2(2),
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Direction = FillDirection.Vertical,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Children = new Drawable[]
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{
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new SettingsSlider<double>
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{
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LabelText = "time spacing",
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Current = beat_length
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},
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new SettingsSlider<float>
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{
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LabelText = "visual spacing",
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Current = spacing
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},
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new SettingsSlider<double>
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{
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LabelText = "approach time",
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Current = approach_rate_milliseconds
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},
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}
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},
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unstableRate = new OsuSpriteText
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Font = OsuFont.Default.With(size: 24)
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}
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Font = OsuFont.Default.With(size: 24),
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Y = -100,
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},
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};
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}
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@ -50,45 +81,53 @@ namespace osu.Game.Screens.Utility
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{
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base.Update();
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int nextBeat = (int)(Clock.CurrentTime / beat_length);
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// We want to generate a few hit objects ahead of the current time (to allow them to animate).
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if (lastGeneratedBeat == null || nextBeat != lastGeneratedBeat)
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int nextBeat = (int)(Clock.CurrentTime / beat_length.Value) + 1;
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double generateUpTo = (nextBeat + 2) * beat_length.Value;
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while (lastGeneratedBeatTime == null || lastGeneratedBeatTime < generateUpTo)
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{
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// generate four beats ahead to allow time for beats to display.
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newBeat(nextBeat + 4);
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lastGeneratedBeat = nextBeat;
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double time = ++nextBeat * beat_length.Value;
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if (time <= lastGeneratedBeatTime)
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continue;
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newBeat(time);
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lastGeneratedBeatTime = time;
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}
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}
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private void newBeat(int index)
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private void newBeat(double time)
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{
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nextLocation++;
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Vector2 location;
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const float spacing_low = 0.5f - spacing;
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const float spacing_high = 0.5f + spacing;
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float spacingLow = 0.5f - spacing.Value;
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float spacingHigh = 0.5f + spacing.Value;
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switch (nextLocation % 4)
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{
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default:
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location = new Vector2(spacing_low, spacing_low);
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location = new Vector2(spacingLow, spacingLow);
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break;
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case 1:
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location = new Vector2(spacing_high, spacing_high);
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location = new Vector2(spacingHigh, spacingHigh);
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break;
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case 2:
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location = new Vector2(spacing_high, spacing_low);
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location = new Vector2(spacingHigh, spacingLow);
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break;
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case 3:
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location = new Vector2(spacing_low, spacing_high);
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location = new Vector2(spacingLow, spacingHigh);
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break;
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}
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AddInternal(new SampleHitCircle(index * beat_length)
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AddInternal(new SampleHitCircle(time)
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{
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RelativePositionAxes = Axes.Both,
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Position = location,
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@ -186,7 +225,7 @@ namespace osu.Game.Screens.Utility
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{
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base.Update();
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approach.Scale = new Vector2(1 + (float)MathHelper.Clamp((HitTime - Clock.CurrentTime) / approach_rate_milliseconds, 0, 100));
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approach.Scale = new Vector2(1 + (float)MathHelper.Clamp((HitTime - Clock.CurrentTime) / approach_rate_milliseconds.Value, 0, 100));
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Alpha = (float)MathHelper.Clamp((Clock.CurrentTime - HitTime + 600) / 400, 0, 1);
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if (Clock.CurrentTime > HitTime + 200)
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