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Update animations for new/old miss style and add fades
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@ -5,6 +5,7 @@ using System;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Animations;
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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.Judgements;
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using osu.Game.Rulesets.Scoring;
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using osuTK;
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@ -53,9 +54,14 @@ namespace osu.Game.Skinning
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animation?.GotoFrame(0);
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this.RotateTo(0);
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this.MoveTo(Vector2.Zero);
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const double fade_in_length = 120;
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const double fade_out_delay = 500;
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const double fade_out_length = 600;
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this.FadeInFromZero(fade_in_length);
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this.Delay(fade_out_delay).FadeOut(fade_out_length);
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// new style non-miss judgements show the original style temporarily, with additive colour.
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if (temporaryOldStyle != null)
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{
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temporaryOldStyle.PlayAnimation();
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@ -73,19 +79,23 @@ namespace osu.Game.Skinning
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switch (result)
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{
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case HitResult.Miss:
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mainPiece.ScaleTo(1.6f);
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mainPiece.ScaleTo(1, 100, Easing.In);
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this.ScaleTo(1.6f);
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this.ScaleTo(1, 100, Easing.In);
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mainPiece.MoveToOffset(new Vector2(0, 100), 800, Easing.InQuint);
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//todo: this only applies to osu! ruleset apparently.
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this.MoveTo(new Vector2(0, -2));
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this.MoveToOffset(new Vector2(0, 20), fade_out_delay + fade_out_length, Easing.In);
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mainPiece.RotateTo(40, 800, Easing.InQuint);
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float rotation = RNG.NextSingle(-8.6f, 8.6f);
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this.RotateTo(0);
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this.RotateTo(rotation, fade_in_length)
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.Then().RotateTo(rotation * 2, fade_out_delay + fade_out_length - fade_in_length, Easing.In);
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break;
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default:
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const double animation_length = 1100;
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mainPiece.ScaleTo(0.9f);
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mainPiece.ScaleTo(1.05f, animation_length);
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mainPiece.ScaleTo(1.05f, fade_out_delay + fade_out_length);
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break;
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}
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}
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