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Add final sliderendcircle display support
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@ -6,9 +6,11 @@ using System.Collections.Generic;
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using osu.Framework.Allocation;
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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.Utils;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects.Drawables.Pieces;
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using osu.Game.Skinning;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
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@ -34,7 +36,18 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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Origin = Anchor.Centre;
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InternalChild = scaleContainer = new ReverseArrowPiece();
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InternalChild = scaleContainer = new Container
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{
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RelativeSizeAxes = Axes.Both,
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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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// no default for this; only visible in legacy skins.
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new SkinnableDrawable(new OsuSkinComponent(OsuSkinComponents.SliderTailHitCircle), _ => Empty()),
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arrow = new ReverseArrowPiece(),
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}
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};
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}
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private readonly IBindable<float> scaleBindable = new BindableFloat();
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@ -85,6 +98,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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private bool hasRotation;
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private readonly ReverseArrowPiece arrow;
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public void UpdateSnakingPosition(Vector2 start, Vector2 end)
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{
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// When the repeat is hit, the arrow should fade out on spot rather than following the slider
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@ -114,18 +129,18 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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}
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float aimRotation = MathUtils.RadiansToDegrees(MathF.Atan2(aimRotationVector.Y - Position.Y, aimRotationVector.X - Position.X));
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while (Math.Abs(aimRotation - Rotation) > 180)
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aimRotation += aimRotation < Rotation ? 360 : -360;
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while (Math.Abs(aimRotation - arrow.Rotation) > 180)
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aimRotation += aimRotation < arrow.Rotation ? 360 : -360;
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if (!hasRotation)
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{
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Rotation = aimRotation;
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arrow.Rotation = aimRotation;
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hasRotation = true;
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}
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else
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{
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// If we're already snaking, interpolate to smooth out sharp curves (linear sliders, mainly).
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Rotation = Interpolation.ValueAt(Math.Clamp(Clock.ElapsedFrameTime, 0, 100), Rotation, aimRotation, 0, 50, Easing.OutQuint);
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arrow.Rotation = Interpolation.ValueAt(Math.Clamp(Clock.ElapsedFrameTime, 0, 100), arrow.Rotation, aimRotation, 0, 50, Easing.OutQuint);
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}
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}
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}
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