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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using System ;
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using System.Linq ;
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using JetBrains.Annotations ;
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using osu.Framework.Allocation ;
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using osu.Framework.Bindables ;
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using osu.Framework.Graphics ;
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using osu.Framework.Graphics.Containers ;
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using osu.Game.Audio ;
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using osu.Game.Graphics.Containers ;
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using osu.Game.Rulesets.Objects ;
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using osu.Game.Rulesets.Objects.Drawables ;
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using osu.Game.Rulesets.Osu.Skinning.Default ;
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using osu.Game.Rulesets.Scoring ;
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using osu.Game.Skinning ;
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using osuTK ;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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public partial class DrawableSlider : DrawableOsuHitObject
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{
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public new Slider HitObject = > ( Slider ) base . HitObject ;
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public DrawableSliderHead HeadCircle = > headContainer . Child ;
public DrawableSliderTail TailCircle = > tailContainer . Child ;
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[Cached]
public DrawableSliderBall Ball { get ; private set ; }
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public SkinnableDrawable Body { get ; private set ; }
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private ShakeContainer shakeContainer ;
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/// <summary>
/// A target container which can be used to add top level elements to the slider's display.
/// Intended to be used for proxy purposes only.
/// </summary>
public Container OverlayElementContainer { get ; private set ; }
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public override bool DisplayResult = > ! HitObject . OnlyJudgeNestedObjects ;
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[CanBeNull]
public PlaySliderBody SliderBody = > Body . Drawable as PlaySliderBody ;
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public IBindable < int > PathVersion = > pathVersion ;
private readonly Bindable < int > pathVersion = new Bindable < int > ( ) ;
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private Container < DrawableSliderHead > headContainer ;
private Container < DrawableSliderTail > tailContainer ;
private Container < DrawableSliderTick > tickContainer ;
private Container < DrawableSliderRepeat > repeatContainer ;
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private PausableSkinnableSound slidingSample ;
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public DrawableSlider ( )
: this ( null )
{
}
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public DrawableSlider ( [ CanBeNull ] Slider s = null )
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: base ( s )
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{
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Ball = new DrawableSliderBall
{
GetInitialHitAction = ( ) = > HeadCircle . HitAction ,
BypassAutoSizeAxes = Axes . Both ,
AlwaysPresent = true ,
Alpha = 0
} ;
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}
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[BackgroundDependencyLoader]
private void load ( )
{
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AddRangeInternal ( new Drawable [ ]
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{
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shakeContainer = new ShakeContainer
{
ShakeDuration = 30 ,
RelativeSizeAxes = Axes . Both ,
Children = new Drawable [ ]
{
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Body = new SkinnableDrawable ( new OsuSkinComponentLookup ( OsuSkinComponents . SliderBody ) , _ = > new DefaultSliderBody ( ) , confineMode : ConfineMode . NoScaling ) ,
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tailContainer = new Container < DrawableSliderTail > { RelativeSizeAxes = Axes . Both } ,
tickContainer = new Container < DrawableSliderTick > { RelativeSizeAxes = Axes . Both } ,
repeatContainer = new Container < DrawableSliderRepeat > { RelativeSizeAxes = Axes . Both } ,
}
} ,
// slider head is not included in shake as it handles hit detection, and handles its own shaking.
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headContainer = new Container < DrawableSliderHead > { RelativeSizeAxes = Axes . Both } ,
OverlayElementContainer = new Container { RelativeSizeAxes = Axes . Both , } ,
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Ball ,
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slidingSample = new PausableSkinnableSound { Looping = true }
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} ) ;
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PositionBindable . BindValueChanged ( _ = > Position = HitObject . StackedPosition ) ;
StackHeightBindable . BindValueChanged ( _ = > Position = HitObject . StackedPosition ) ;
ScaleBindable . BindValueChanged ( scale = > Ball . Scale = new Vector2 ( scale . NewValue ) ) ;
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AccentColour . BindValueChanged ( colour = >
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{
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foreach ( var drawableHitObject in NestedHitObjects )
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drawableHitObject . AccentColour . Value = colour . NewValue ;
} , true ) ;
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Tracking . BindValueChanged ( updateSlidingSample ) ;
}
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protected override void OnApply ( )
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{
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base . OnApply ( ) ;
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// Ensure that the version will change after the upcoming BindTo().
pathVersion . Value = int . MaxValue ;
PathVersion . BindTo ( HitObject . Path . Version ) ;
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}
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public override void Shake ( ) = > shakeContainer . Shake ( ) ;
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protected override void OnFree ( )
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{
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base . OnFree ( ) ;
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PathVersion . UnbindFrom ( HitObject . Path . Version ) ;
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slidingSample ? . ClearSamples ( ) ;
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}
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protected override void LoadSamples ( )
{
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// Note: base.LoadSamples() isn't called since the slider plays the tail's hitsounds for the time being.
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Samples . Samples = HitObject . TailSamples . Cast < ISampleInfo > ( ) . ToArray ( ) ;
slidingSample . Samples = HitObject . CreateSlidingSamples ( ) . Cast < ISampleInfo > ( ) . ToArray ( ) ;
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}
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public override void StopAllSamples ( )
{
base . StopAllSamples ( ) ;
slidingSample ? . Stop ( ) ;
}
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private void updateSlidingSample ( ValueChangedEvent < bool > tracking )
{
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if ( tracking . NewValue )
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slidingSample ? . Play ( ) ;
else
slidingSample ? . Stop ( ) ;
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}
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protected override void AddNestedHitObject ( DrawableHitObject hitObject )
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{
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base . AddNestedHitObject ( hitObject ) ;
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switch ( hitObject )
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{
case DrawableSliderHead head :
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headContainer . Child = head ;
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break ;
case DrawableSliderTail tail :
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tailContainer . Child = tail ;
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break ;
case DrawableSliderTick tick :
tickContainer . Add ( tick ) ;
break ;
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case DrawableSliderRepeat repeat :
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repeatContainer . Add ( repeat ) ;
break ;
}
}
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protected override void ClearNestedHitObjects ( )
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{
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base . ClearNestedHitObjects ( ) ;
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headContainer . Clear ( false ) ;
tailContainer . Clear ( false ) ;
repeatContainer . Clear ( false ) ;
tickContainer . Clear ( false ) ;
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OverlayElementContainer . Clear ( false ) ;
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}
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protected override DrawableHitObject CreateNestedHitObject ( HitObject hitObject )
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{
switch ( hitObject )
{
case SliderTailCircle tail :
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return new DrawableSliderTail ( tail ) ;
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case SliderHeadCircle head :
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return new DrawableSliderHead ( head ) ;
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case SliderTick tick :
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return new DrawableSliderTick ( tick ) ;
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case SliderRepeat repeat :
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return new DrawableSliderRepeat ( repeat ) ;
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}
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return base . CreateNestedHitObject ( hitObject ) ;
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}
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public readonly Bindable < bool > Tracking = new Bindable < bool > ( ) ;
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protected override void Update ( )
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{
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base . Update ( ) ;
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Tracking . Value = Ball . Tracking ;
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if ( Tracking . Value & & slidingSample ! = null )
// keep the sliding sample playing at the current tracking position
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slidingSample . Balance . Value = CalculateSamplePlaybackBalance ( CalculateDrawableRelativePosition ( Ball ) ) ;
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double completionProgress = Math . Clamp ( ( Time . Current - HitObject . StartTime ) / HitObject . Duration , 0 , 1 ) ;
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Ball . UpdateProgress ( completionProgress ) ;
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SliderBody ? . UpdateProgress ( completionProgress ) ;
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foreach ( DrawableHitObject hitObject in NestedHitObjects )
{
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if ( hitObject is ITrackSnaking s ) s . UpdateSnakingPosition ( HitObject . Path . PositionAt ( SliderBody ? . SnakedStart ? ? 0 ) , HitObject . Path . PositionAt ( SliderBody ? . SnakedEnd ? ? 0 ) ) ;
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if ( hitObject is IRequireTracking t ) t . Tracking = Ball . Tracking ;
}
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Size = SliderBody ? . Size ? ? Vector2 . Zero ;
OriginPosition = SliderBody ? . PathOffset ? ? Vector2 . Zero ;
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if ( DrawSize ! = Vector2 . Zero )
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{
var childAnchorPosition = Vector2 . Divide ( OriginPosition , DrawSize ) ;
foreach ( var obj in NestedHitObjects )
obj . RelativeAnchorPosition = childAnchorPosition ;
Ball . RelativeAnchorPosition = childAnchorPosition ;
}
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}
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public override void OnKilled ( )
{
base . OnKilled ( ) ;
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SliderBody ? . RecyclePath ( ) ;
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}
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protected override void CheckForResult ( bool userTriggered , double timeOffset )
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{
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if ( userTriggered | | Time . Current < HitObject . EndTime )
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return ;
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// If only the nested hitobjects are judged, then the slider's own judgement is ignored for scoring purposes.
// But the slider needs to still be judged with a reasonable hit/miss result for visual purposes (hit/miss transforms, etc).
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if ( HitObject . OnlyJudgeNestedObjects )
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{
ApplyResult ( r = > r . Type = NestedHitObjects . Any ( h = > h . Result . IsHit ) ? r . Judgement . MaxResult : r . Judgement . MinResult ) ;
return ;
}
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// Otherwise, if this slider also needs to be judged, apply judgement proportionally to the number of nested hitobjects hit. This is the classic osu!stable scoring.
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ApplyResult ( r = >
{
int totalTicks = NestedHitObjects . Count ;
int hitTicks = NestedHitObjects . Count ( h = > h . IsHit ) ;
if ( hitTicks = = totalTicks )
r . Type = HitResult . Great ;
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else if ( hitTicks = = 0 )
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r . Type = HitResult . Miss ;
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else
{
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double hitFraction = ( double ) hitTicks / totalTicks ;
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r . Type = hitFraction > = 0.5 ? HitResult . Ok : HitResult . Meh ;
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}
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} ) ;
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}
public override void PlaySamples ( )
{
// rather than doing it this way, we should probably attach the sample to the tail circle.
// this can only be done after we stop using LegacyLastTick.
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if ( ! TailCircle . SamplePlaysOnlyOnHit | | TailCircle . IsHit )
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base . PlaySamples ( ) ;
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}
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protected override void UpdateInitialTransforms ( )
{
base . UpdateInitialTransforms ( ) ;
Body . FadeInFromZero ( HitObject . TimeFadeIn ) ;
}
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protected override void UpdateStartTimeStateTransforms ( )
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{
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base . UpdateStartTimeStateTransforms ( ) ;
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Ball . FadeIn ( ) ;
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Ball . ScaleTo ( HitObject . Scale ) ;
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}
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protected override void UpdateHitStateTransforms ( ArmedState state )
{
base . UpdateHitStateTransforms ( state ) ;
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const float fade_out_time = 240 ;
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switch ( state )
{
case ArmedState . Hit :
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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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}
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this . FadeOut ( fade_out_time ) . Expire ( ) ;
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}
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public override bool ReceivePositionalInputAt ( Vector2 screenSpacePos ) = > SliderBody ? . ReceivePositionalInputAt ( screenSpacePos ) ? ? base . ReceivePositionalInputAt ( screenSpacePos ) ;
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private partial class DefaultSliderBody : PlaySliderBody
{
}
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}
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}