don't show reversearrow pop when slider wasn't held
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55fa6f4070
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@ -562,23 +562,6 @@ public class Slider implements GameObject {
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tickIndex = 0;
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isNewRepeat = true;
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tickExpandTime = TICK_EXPAND_TIME;
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// send hit result, to fade out reversearrow
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HitObjectType type;
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float posX, posY;
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if (currentRepeats % 2 == 1) {
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type = HitObjectType.SLIDER_LAST;
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Vec2f endPos = curve.pointAt(1);
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posX = endPos.x;
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posY = endPos.y;
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} else {
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type = HitObjectType.SLIDER_FIRST;
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posX = this.x;
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posY = this.y;
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}
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float colorLuminance = 0.299f*color.r + 0.587f*color.g + 0.114f*color.b;
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Color arrowColor = colorLuminance < 0.8f ? Color.white : Color.black;
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data.sendRepeatSliderResult(trackPosition, posX, posY, arrowColor, curve, type);
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}
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}
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@ -606,13 +589,26 @@ public class Slider implements GameObject {
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// held during new repeat
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if (isNewRepeat) {
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ticksHit++;
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HitObjectType type;
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float posX, posY;
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if (currentRepeats % 2 > 0) { // last circle
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int lastIndex = hitObject.getSliderX().length;
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data.sliderTickResult(trackPosition, GameData.HIT_SLIDER30,
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curve.getX(lastIndex), curve.getY(lastIndex), hitObject, currentRepeats);
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} else // first circle
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data.sliderTickResult(trackPosition, GameData.HIT_SLIDER30,
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c.x, c.y, hitObject, currentRepeats);
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type = HitObjectType.SLIDER_LAST;
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Vec2f endPos = curve.pointAt(1f);
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posX = endPos.x;
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posY = endPos.y;
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} else { // first circle
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type = HitObjectType.SLIDER_FIRST;
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posX = this.x;
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posY = this.y;
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}
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data.sliderTickResult(trackPosition, GameData.HIT_SLIDER30,
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posX, posY, hitObject, currentRepeats);
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// send hit result, to fade out reversearrow
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float colorLuminance = 0.299f*color.r + 0.587f*color.g + 0.114f*color.b;
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Color arrowColor = colorLuminance < 0.8f ? Color.white : Color.black;
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data.sendRepeatSliderResult(trackPosition, posX, posY, arrowColor, curve, type);
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}
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// held during new tick
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