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Merge branch 'master' into spinner-spinning
This commit is contained in:
@ -29,7 +29,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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private SpinnerTicks ticks;
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private int completeTick;
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private int wholeRotationCount;
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private SpinnerFill fill;
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private Container mainContainer;
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private SpinnerCentreLayer centre;
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@ -95,6 +96,33 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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drawableSpinner.State.BindValueChanged(updateStateTransforms, true);
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}
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protected override void Update()
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{
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base.Update();
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if (drawableSpinner.RotationTracker.Complete.Value)
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{
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if (checkNewRotationCount)
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{
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fill.FinishTransforms(false, nameof(Alpha));
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fill
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.FadeTo(tracking_alpha + 0.2f, 60, Easing.OutExpo)
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.Then()
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.FadeTo(tracking_alpha, 250, Easing.OutQuint);
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}
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}
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else
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{
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fill.Alpha = (float)Interpolation.Damp(fill.Alpha, drawableSpinner.RotationTracker.Tracking ? tracking_alpha : idle_alpha, 0.98f, (float)Math.Abs(Clock.ElapsedFrameTime));
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}
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const float initial_scale = 0.2f;
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float targetScale = initial_scale + (1 - initial_scale) * drawableSpinner.Progress;
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fill.Scale = new Vector2((float)Interpolation.Lerp(fill.Scale.X, targetScale, Math.Clamp(Math.Abs(Time.Elapsed) / 100, 0, 1)));
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mainContainer.Rotation = drawableSpinner.RotationTracker.Rotation;
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}
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private void updateStateTransforms(ValueChangedEvent<ArmedState> state)
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{
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centre.ScaleTo(0);
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@ -145,26 +173,17 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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centre.FadeAccent(colour, duration);
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}
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private bool updateCompleteTick() => completeTick != (completeTick = (int)(drawableSpinner.RotationTracker.CumulativeRotation / 360));
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protected override void Update()
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private bool checkNewRotationCount
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{
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base.Update();
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if (drawableSpinner.RotationTracker.Complete.Value && updateCompleteTick())
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get
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{
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fill.FinishTransforms(false, nameof(Alpha));
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fill
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.FadeTo(tracking_alpha + 0.2f, 60, Easing.OutExpo)
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.Then()
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.FadeTo(tracking_alpha, 250, Easing.OutQuint);
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int rotations = (int)(drawableSpinner.RotationTracker.CumulativeRotation / 360);
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if (wholeRotationCount == rotations) return false;
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wholeRotationCount = rotations;
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return true;
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}
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const float initial_scale = 0.2f;
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float targetScale = initial_scale + (1 - initial_scale) * drawableSpinner.Progress;
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fill.Scale = new Vector2((float)Interpolation.Lerp(fill.Scale.X, targetScale, Math.Clamp(Math.Abs(Time.Elapsed) / 100, 0, 1)));
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mainContainer.Rotation = drawableSpinner.RotationTracker.Rotation;
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}
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}
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}
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