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Wave animation fine tuning
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@ -23,8 +23,8 @@ namespace osu.Game.Overlays.Mods
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{
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public class ModSelectOverlay : WaveOverlayContainer
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{
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private readonly int button_duration = 800; // 1000
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private readonly int ranked_multiplier_duration = 800; // 1000
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private readonly int button_duration = 700;
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private readonly int ranked_multiplier_duration = 700;
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private readonly float content_width = 0.8f;
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private Color4 low_multiplier_colour;
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@ -124,14 +124,14 @@ namespace osu.Game.Overlays.Mods
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protected override void TransitionOut()
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{
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rankedMultiplerContainer.MoveToX(rankedMultiplerContainer.DrawSize.X, close_duration, EasingTypes.InSine);
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rankedMultiplerContainer.FadeOut(close_duration, EasingTypes.InSine);
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rankedMultiplerContainer.MoveToX(rankedMultiplerContainer.DrawSize.X, content_exit_duration, EasingTypes.InSine);
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rankedMultiplerContainer.FadeOut(content_exit_duration, EasingTypes.InSine);
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foreach (ModSection section in sections)
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{
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section.ButtonsContainer.TransformSpacingTo(new Vector2(100f, 0f), close_duration, EasingTypes.InSine);
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section.ButtonsContainer.MoveToX(100f, close_duration, EasingTypes.InSine);
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section.ButtonsContainer.FadeTo(0.01f, close_duration, EasingTypes.InSine); // TODO: Fix this so 0.01 opacity isn't used
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section.ButtonsContainer.TransformSpacingTo(new Vector2(100f, 0f), content_exit_duration, EasingTypes.InSine);
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section.ButtonsContainer.MoveToX(100f, content_exit_duration, EasingTypes.InSine);
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section.ButtonsContainer.FadeTo(0.01f, content_exit_duration, EasingTypes.InSine); // TODO: Fix this so 0.01 opacity isn't used
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}
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}
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@ -252,8 +252,8 @@ namespace osu.Game.Overlays.Mods
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Height = 548; // TODO: Remove when autosize works
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//AutoSizeAxes = Axes.Y;
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//Content.RelativeSizeAxes = Axes.X;
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//Content.AutoSizeAxes = Axes.Y;
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Content.RelativeSizeAxes = Axes.X;
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Content.AutoSizeAxes = Axes.Y;
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Children = new Drawable[]
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{
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new Container
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