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https://github.com/ppy/osu
synced 2024-12-24 15:53:37 +00:00
Fix star fountain directions not matching stable
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parent
4915b2563c
commit
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@ -44,7 +44,7 @@ namespace osu.Game.Tests.Visual.Menus
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foreach (var fountain in Children.OfType<StarFountain>())
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{
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if (RNG.NextSingle() > 0.8f)
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fountain.Shoot();
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fountain.Shoot(RNG.Next(-1, 2));
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}
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}, 150);
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}
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@ -2,10 +2,10 @@
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Audio.Track;
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using osu.Framework.Graphics;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Graphics.Containers;
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@ -13,6 +13,9 @@ namespace osu.Game.Screens.Menu
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{
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public partial class KiaiMenuFountains : BeatSyncedContainer
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{
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private StarFountain leftFountain = null!;
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private StarFountain rightFountain = null!;
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[BackgroundDependencyLoader]
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private void load()
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{
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@ -20,13 +23,13 @@ namespace osu.Game.Screens.Menu
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Children = new[]
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{
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new StarFountain
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leftFountain = new StarFountain
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{
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft,
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X = 250,
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},
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new StarFountain
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rightFountain = new StarFountain
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{
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Anchor = Anchor.BottomRight,
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Origin = Anchor.BottomRight,
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@ -58,8 +61,25 @@ namespace osu.Game.Screens.Menu
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if (lastTrigger != null && Clock.CurrentTime - lastTrigger < 500)
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return;
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foreach (var fountain in Children.OfType<StarFountain>())
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fountain.Shoot();
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int direction = RNG.Next(-1, 2);
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switch (direction)
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{
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case -1:
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leftFountain.Shoot(1);
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rightFountain.Shoot(-1);
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break;
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case 0:
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leftFountain.Shoot(0);
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rightFountain.Shoot(0);
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break;
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case 1:
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leftFountain.Shoot(-1);
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rightFountain.Shoot(1);
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break;
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}
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lastTrigger = Clock.CurrentTime;
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}
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@ -23,7 +23,7 @@ namespace osu.Game.Screens.Menu
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InternalChild = spewer = new StarFountainSpewer();
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}
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public void Shoot() => spewer.Shoot();
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public void Shoot(int direction) => spewer.Shoot(direction);
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protected override void SkinChanged(ISkinSource skin)
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{
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@ -81,10 +81,10 @@ namespace osu.Game.Screens.Menu
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return lastShootDirection * x_velocity_from_direction * (float)(1 - 2 * (Clock.CurrentTime - lastShootTime!.Value) / shoot_duration) + getRandomVariance(x_velocity_random_variance);
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}
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public void Shoot()
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public void Shoot(int direction)
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{
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lastShootTime = Clock.CurrentTime;
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lastShootDirection = RNG.Next(-1, 2);
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lastShootDirection = direction;
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}
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private static float getRandomVariance(float variance) => RNG.NextSingle(-variance, variance);
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