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Merge pull request #5842 from iiSaLMaN/use-transform-state-management-for-catch

Use automatic state logic for catch ruleset
This commit is contained in:
Dan Balasescu 2019-08-27 12:22:41 +09:00 committed by GitHub
commit 1237a63619
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2 changed files with 5 additions and 7 deletions

View File

@ -58,14 +58,12 @@ namespace osu.Game.Rulesets.Catch.Objects.Drawable
ApplyResult(r => r.Type = CheckPosition.Invoke(HitObject) ? HitResult.Perfect : HitResult.Miss);
}
protected override bool UseTransformStateManagement => false;
protected sealed override double InitialLifetimeOffset => HitObject.TimePreempt;
protected override void UpdateState(ArmedState state)
protected override void UpdateInitialTransforms() => this.FadeIn(200);
protected override void UpdateStateTransforms(ArmedState state)
{
// TODO: update to use new state management.
using (BeginAbsoluteSequence(HitObject.StartTime - HitObject.TimePreempt))
this.FadeIn(200);
var endTime = (HitObject as IHasEndTime)?.EndTime ?? HitObject.StartTime;
using (BeginAbsoluteSequence(endTime, true))

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@ -53,7 +53,7 @@ namespace osu.Game.Rulesets.Catch.UI
if (lastPlateableFruit == null)
return;
// this is required to make this run after the last caught fruit runs UpdateState at least once.
// this is required to make this run after the last caught fruit runs updateState() at least once.
// TODO: find a better alternative
if (lastPlateableFruit.IsLoaded)
action();