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Rename EasingTypes to Easing
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@ -36,7 +36,7 @@ namespace osu.Game.Rulesets.Osu.Replays
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/// <summary>
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/// What easing to use when moving between hitobjects
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/// </summary>
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private EasingTypes preferredEasing => DelayedMovements ? EasingTypes.InOutCubic : EasingTypes.Out;
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private Easing preferredEasing => DelayedMovements ? Easing.InOutCubic : Easing.Out;
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#endregion
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@ -110,7 +110,7 @@ namespace osu.Game.Rulesets.Osu.Replays
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{
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// Default values for circles/sliders
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Vector2 startPosition = h.StackedPosition;
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EasingTypes easing = preferredEasing;
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Easing easing = preferredEasing;
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float spinnerDirection = -1;
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// The startPosition for the slider should not be its .Position, but the point on the circle whose tangent crosses the current cursor position
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@ -125,7 +125,7 @@ namespace osu.Game.Rulesets.Osu.Replays
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if (spinCentreOffset.Length > SPIN_RADIUS)
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{
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// If moving in from the outside, don't ease out (default eases out). This means auto will "start" spinning immediately after moving into position.
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easing = EasingTypes.In;
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easing = Easing.In;
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}
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}
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@ -190,7 +190,7 @@ namespace osu.Game.Rulesets.Osu.Replays
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}
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}
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private void moveToHitObject(double targetTime, Vector2 targetPos, double hitObjectRadius, EasingTypes easing)
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private void moveToHitObject(double targetTime, Vector2 targetPos, double hitObjectRadius, Easing easing)
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{
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ReplayFrame lastFrame = Frames[Frames.Count - 1];
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