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Slow down legacy followcircle animations
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@ -319,13 +319,9 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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const float fade_out_time = 450;
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// intentionally pile on an extra FadeOut to make it happen much faster.
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Ball.FadeOut(fade_out_time / 4, Easing.Out);
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switch (state)
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{
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case ArmedState.Hit:
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Ball.ScaleTo(HitObject.Scale * 1.4f, fade_out_time, Easing.Out);
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if (SliderBody?.SnakingOut.Value == true)
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Body.FadeOut(40); // short fade to allow for any body colour to smoothly disappear.
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break;
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@ -23,6 +23,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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public class DrawableSliderBall : CircularContainer, ISliderProgress, IRequireHighFrequencyMousePosition, IHasAccentColour
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{
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public const float FOLLOW_AREA = 2.4f;
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public Func<OsuAction?> GetInitialHitAction;
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public Color4 AccentColour
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@ -31,7 +33,6 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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set => ball.Colour = value;
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}
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private Drawable followCircle;
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private Drawable followCircleReceptor;
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private DrawableSlider drawableSlider;
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private Drawable ball;
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@ -47,12 +48,11 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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Children = new[]
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{
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followCircle = new SkinnableDrawable(new OsuSkinComponent(OsuSkinComponents.SliderFollowCircle), _ => new DefaultFollowCircle())
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new SkinnableDrawable(new OsuSkinComponent(OsuSkinComponents.SliderFollowCircle), _ => new DefaultFollowCircle())
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{
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Origin = Anchor.Centre,
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Anchor = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Alpha = 0,
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},
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followCircleReceptor = new CircularContainer
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{
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@ -103,10 +103,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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tracking = value;
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followCircleReceptor.Scale = new Vector2(tracking ? 2.4f : 1f);
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followCircle.ScaleTo(tracking ? 2.4f : 1f, 300, Easing.OutQuint);
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followCircle.FadeTo(tracking ? 1f : 0, 300, Easing.OutQuint);
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followCircleReceptor.Scale = new Vector2(tracking ? FOLLOW_AREA : 1f);
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}
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}
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