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Refactor logic to work
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e7b19cb724
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@ -49,15 +49,15 @@ namespace osu.Game.Rulesets.Osu.Mods
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protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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applyHiddenState(hitObject, true, OnlyFadeApproachCircles.Value);
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applyHiddenState(hitObject, true);
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}
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protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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applyHiddenState(hitObject, false, OnlyFadeApproachCircles.Value);
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applyHiddenState(hitObject, false);
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}
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private void applyHiddenState(DrawableHitObject drawableObject, bool hideApproachCircle, bool hideCirclePiece)
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private void applyHiddenState(DrawableHitObject drawableObject, bool increaseVisibility)
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{
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if (!(drawableObject is DrawableOsuHitObject drawableOsuObject))
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return;
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@ -66,6 +66,19 @@ namespace osu.Game.Rulesets.Osu.Mods
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(double fadeStartTime, double fadeDuration) = getFadeOutParameters(drawableOsuObject);
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// process approach circle hiding first (to allow for early return below).
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if (!increaseVisibility)
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{
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if (drawableObject is DrawableHitCircle circle)
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{
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using (circle.BeginAbsoluteSequence(hitObject.StartTime - hitObject.TimePreempt))
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circle.ApproachCircle.Hide();
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}
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}
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if (OnlyFadeApproachCircles.Value)
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return;
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switch (drawableObject)
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{
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case DrawableSliderTail _:
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@ -84,17 +97,11 @@ namespace osu.Game.Rulesets.Osu.Mods
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case DrawableHitCircle circle:
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Drawable fadeTarget = circle;
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if (hideApproachCircle)
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if (increaseVisibility)
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{
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// only fade the circle piece (not the approach circle) for the increased visibility object.
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fadeTarget = circle.CirclePiece;
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}
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else
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{
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// we don't want to see the approach circle
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using (circle.BeginAbsoluteSequence(hitObject.StartTime - hitObject.TimePreempt))
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circle.ApproachCircle.Hide();
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}
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using (drawableObject.BeginAbsoluteSequence(fadeStartTime))
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fadeTarget.FadeOut(fadeDuration);
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