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Add explicit delay + expire (this will be moved into the base DrawableHitObject later).
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@ -78,13 +78,15 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
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protected override void UpdateState(ArmedState state)
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protected override void UpdateState(ArmedState state)
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{
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{
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Delay(HitObject.StartTime - Time.Current + Judgement.TimeOffset, true);
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switch (State)
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switch (State)
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{
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{
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case ArmedState.Idle:
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case ArmedState.Idle:
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Delay(hit.HitWindowMiss);
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break;
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break;
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case ArmedState.Miss:
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case ArmedState.Miss:
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FadeOut(100);
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FadeOut(100);
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Expire();
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break;
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break;
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case ArmedState.Hit:
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case ArmedState.Hit:
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bodyContainer.ScaleTo(0.8f, 400, EasingTypes.OutQuad);
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bodyContainer.ScaleTo(0.8f, 400, EasingTypes.OutQuad);
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@ -93,9 +95,10 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
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bodyContainer.MoveToY(0, 500, EasingTypes.In);
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bodyContainer.MoveToY(0, 500, EasingTypes.In);
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FadeOut(600);
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FadeOut(600);
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Expire();
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break;
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break;
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}
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}
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Expire();
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}
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}
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}
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}
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}
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}
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