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fix slider fade out to be eased
+ move duration calculation to not be done twice + made Slider / Spinner private again as they are not accessed externally anymore
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@ -15,7 +15,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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public class DrawableSlider : DrawableOsuHitObject, IDrawableHitObjectWithProxiedApproach
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{
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public readonly Slider Slider;
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private readonly Slider slider;
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public readonly DrawableHitCircle InitialCircle;
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@ -29,7 +29,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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public DrawableSlider(Slider s) : base(s)
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{
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Slider = s;
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slider = s;
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Children = new Drawable[]
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{
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@ -111,17 +111,17 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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Tracking = Ball.Tracking;
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double progress = MathHelper.Clamp((Time.Current - Slider.StartTime) / Slider.Duration, 0, 1);
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double progress = MathHelper.Clamp((Time.Current - slider.StartTime) / slider.Duration, 0, 1);
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int repeat = Slider.RepeatAt(progress);
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progress = Slider.ProgressAt(progress);
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int repeat = slider.RepeatAt(progress);
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progress = slider.ProgressAt(progress);
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if (repeat > currentRepeat)
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currentRepeat = repeat;
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//todo: we probably want to reconsider this before adding scoring, but it looks and feels nice.
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if (!InitialCircle.Judgements.Any(j => j.IsHit))
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InitialCircle.Position = Slider.Curve.PositionAt(progress);
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InitialCircle.Position = slider.Curve.PositionAt(progress);
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foreach (var c in components) c.UpdateProgress(progress, repeat);
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foreach (var t in ticks.Children) t.Tracking = Ball.Tracking;
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@ -129,7 +129,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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protected override void CheckForJudgements(bool userTriggered, double timeOffset)
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{
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if (!userTriggered && Time.Current >= Slider.EndTime)
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if (!userTriggered && Time.Current >= slider.EndTime)
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{
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var judgementsCount = ticks.Children.Count + repeatPoints.Children.Count + 1;
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var judgementsHit = ticks.Children.Count(t => t.Judgements.Any(j => j.IsHit)) + repeatPoints.Children.Count(t => t.Judgements.Any(j => j.IsHit));
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@ -152,7 +152,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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Ball.FadeIn();
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using (BeginDelayedSequence(Slider.Duration, true))
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using (BeginDelayedSequence(slider.Duration, true))
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{
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Body.FadeOut(160);
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Ball.FadeOut(160);
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