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https://github.com/osukey/osukey.git
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new Approach to approach rate
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@ -96,12 +96,12 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Connections
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using (fp.BeginAbsoluteSequence(fadeInTime))
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{
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fp.FadeIn(DrawableOsuHitObject.TIME_FADEIN);
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fp.ScaleTo(1, DrawableOsuHitObject.TIME_FADEIN, Easing.Out);
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fp.FadeIn(currHitObject.TimeFadein);
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fp.ScaleTo(1, currHitObject.TimeFadein, Easing.Out);
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fp.MoveTo(pointEndPosition, DrawableOsuHitObject.TIME_FADEIN, Easing.Out);
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fp.MoveTo(pointEndPosition, currHitObject.TimeFadein, Easing.Out);
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fp.Delay(fadeOutTime - fadeInTime).FadeOut(DrawableOsuHitObject.TIME_FADEIN);
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fp.Delay(fadeOutTime - fadeInTime).FadeOut(currHitObject.TimeFadein);
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}
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fp.Expire(true);
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@ -88,8 +88,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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base.UpdatePreemptState();
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ApproachCircle.FadeIn(Math.Min(FadeInDuration * 2, TIME_PREEMPT));
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ApproachCircle.ScaleTo(1.1f, TIME_PREEMPT);
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ApproachCircle.FadeIn(Math.Min(FadeInDuration * 2, HitObject.TimePreempt));
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ApproachCircle.ScaleTo(1.1f, HitObject.TimePreempt);
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}
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protected override void UpdateCurrentState(ArmedState state)
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@ -99,7 +99,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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switch (state)
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{
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case ArmedState.Idle:
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this.Delay(TIME_PREEMPT).FadeOut(500);
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this.Delay(HitObject.TimePreempt).FadeOut(500);
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Expire(true);
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@ -10,26 +10,25 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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public class DrawableOsuHitObject : DrawableHitObject<OsuHitObject>
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{
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public const float TIME_PREEMPT = 600;
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public const float TIME_FADEIN = 400;
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/// <summary>
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/// The number of milliseconds used to fade in.
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/// </summary>
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public virtual double FadeInDuration { get; set; } = TIME_FADEIN;
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public virtual double FadeInDuration { get; set; }
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public override bool IsPresent => base.IsPresent || State.Value == ArmedState.Idle && Time.Current >= HitObject.StartTime - TIME_PREEMPT;
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public override bool IsPresent => base.IsPresent || State.Value == ArmedState.Idle && Time.Current >= HitObject.StartTime - HitObject.TimePreempt;
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protected DrawableOsuHitObject(OsuHitObject hitObject)
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: base(hitObject)
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{
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FadeInDuration = hitObject.TimeFadein;
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AccentColour = HitObject.ComboColour;
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Alpha = 0;
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}
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protected sealed override void UpdateState(ArmedState state)
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{
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double transformTime = HitObject.StartTime - TIME_PREEMPT;
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double transformTime = HitObject.StartTime - HitObject.TimePreempt;
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base.ApplyTransformsAt(transformTime, true);
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base.ClearTransformsAfter(transformTime, true);
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@ -38,7 +37,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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UpdatePreemptState();
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using (BeginDelayedSequence(TIME_PREEMPT + (Judgements.FirstOrDefault()?.TimeOffset ?? 0), true))
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using (BeginDelayedSequence(HitObject.TimePreempt + (Judgements.FirstOrDefault()?.TimeOffset ?? 0), true))
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UpdateCurrentState(state);
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}
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}
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@ -191,14 +191,14 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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base.UpdatePreemptState();
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circleContainer.ScaleTo(spinner.Scale * 0.3f);
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circleContainer.ScaleTo(spinner.Scale, TIME_PREEMPT / 1.4f, Easing.OutQuint);
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circleContainer.ScaleTo(spinner.Scale, HitObject.TimePreempt / 1.4f, Easing.OutQuint);
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Disc.RotateTo(-720);
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symbol.RotateTo(-720);
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mainContainer
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.ScaleTo(0)
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.ScaleTo(spinner.Scale * circle.DrawHeight / DrawHeight * 1.4f, TIME_PREEMPT - 150, Easing.OutQuint)
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.ScaleTo(spinner.Scale * circle.DrawHeight / DrawHeight * 1.4f, HitObject.TimePreempt - 150, Easing.OutQuint)
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.Then()
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.ScaleTo(1, 500, Easing.OutQuint);
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}
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@ -167,7 +167,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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public void UpdateProgress(double progress, int repeat)
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{
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double start = 0;
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double end = snakingIn ? MathHelper.Clamp((Time.Current - (slider.StartTime - DrawableOsuHitObject.TIME_PREEMPT)) / DrawableOsuHitObject.TIME_FADEIN, 0, 1) : 1;
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double end = snakingIn ? MathHelper.Clamp((Time.Current - (slider.StartTime - slider.TimePreempt)) / slider.TimeFadein, 0, 1) : 1;
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if (repeat >= slider.RepeatCount - 1)
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{
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