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Fix fade in delay for first slider end circle being incorrect when snaking disabled
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e3c51b9652
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@ -87,12 +87,15 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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protected override void UpdateInitialTransforms()
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{
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// When snaking in is enabled, the first end circle needs to be delayed until the snaking completes.
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bool delayFadeIn = DrawableSlider.SliderBody!.SnakingIn.Value && HitObject.RepeatIndex == 0;
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animDuration = Math.Min(300, HitObject.SpanDuration);
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this.Animate(
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d => d.FadeIn(animDuration),
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d => d.ScaleTo(0.5f).ScaleTo(1f, animDuration * 2, Easing.OutElasticHalf)
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);
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this
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.FadeOut()
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.Delay(delayFadeIn ? Slider!.TimePreempt / 3f : 0)
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.FadeIn(HitObject.RepeatIndex == 0 ? HitObject.TimeFadeIn : animDuration);
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}
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protected override void UpdateHitStateTransforms(ArmedState state)
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@ -91,7 +91,13 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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base.UpdateInitialTransforms();
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CirclePiece.FadeInFromZero(HitObject.TimeFadeIn);
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// When snaking in is enabled, the first end circle needs to be delayed until the snaking completes.
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bool delayFadeIn = DrawableSlider.SliderBody!.SnakingIn.Value && HitObject.RepeatIndex == 0;
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CirclePiece
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.FadeOut()
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.Delay(delayFadeIn ? Slider!.TimePreempt / 3f : 0)
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.FadeIn(HitObject.TimeFadeIn);
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}
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protected override void UpdateHitStateTransforms(ArmedState state)
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@ -39,11 +39,8 @@ namespace osu.Game.Rulesets.Osu.Objects
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}
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else
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{
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// taken from osu-stable
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const float first_end_circle_preempt_adjust = 2 / 3f;
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// The first end circle should fade in with the slider.
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TimePreempt = (StartTime - slider.StartTime) + slider.TimePreempt * first_end_circle_preempt_adjust;
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TimePreempt = (StartTime - slider.StartTime) + slider.TimePreempt;
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}
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}
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