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Move colour generation to TriangleParticle
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@ -176,8 +176,7 @@ namespace osu.Game.Graphics.Backgrounds
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TriangleParticle particle = CreateTriangle();
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particle.Position = new Vector2(RNG.NextSingle(), randomY ? RNG.NextSingle() : 1);
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particle.ColourShade = RNG.NextSingle();
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particle.Colour = CreateTriangleShade(particle.ColourShade);
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particle.UpdateColour(colourDark, colourLight);
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return particle;
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}
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@ -199,18 +198,12 @@ namespace osu.Game.Graphics.Backgrounds
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return new TriangleParticle { Scale = scale };
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}
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/// <summary>
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/// Creates a shade of colour for the triangles.
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/// </summary>
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/// <returns>The colour.</returns>
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protected virtual Color4 CreateTriangleShade(float shade) => Interpolation.ValueAt(shade, colourDark, colourLight, 0, 1);
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private void updateColours()
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{
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for (int i = 0; i < parts.Count; i++)
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{
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TriangleParticle newParticle = parts[i];
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newParticle.Colour = CreateTriangleShade(newParticle.ColourShade);
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newParticle.UpdateColour(colourDark, colourLight);
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parts[i] = newParticle;
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}
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}
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@ -293,7 +286,7 @@ namespace osu.Game.Graphics.Backgrounds
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}
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}
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protected struct TriangleParticle : IComparable<TriangleParticle>
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protected class TriangleParticle : IComparable<TriangleParticle>
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{
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/// <summary>
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/// The position of the top vertex of the triangle.
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@ -304,7 +297,7 @@ namespace osu.Game.Graphics.Backgrounds
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/// The colour shade of the triangle.
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/// This is needed for colour recalculation of visible triangles when <see cref="ColourDark"/> or <see cref="ColourLight"/> is changed.
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/// </summary>
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public float ColourShade;
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private readonly float colourShade = RNG.NextSingle();
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/// <summary>
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/// The colour of the triangle.
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@ -316,6 +309,11 @@ namespace osu.Game.Graphics.Backgrounds
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/// </summary>
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public float Scale;
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public void UpdateColour(Color4 colourDark, Color4 colourLight)
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{
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Colour = Interpolation.ValueAt(colourShade, colourDark, colourLight, 0, 1);
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}
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/// <summary>
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/// Compares two <see cref="TriangleParticle"/>s. This is a reverse comparer because when the
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/// triangles are added to the particles list, they should be drawn from largest to smallest
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