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Remove fade easing from legacy hit circles on hit
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parent
3de9d5f362
commit
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@ -134,10 +134,10 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
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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.Hit:
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case ArmedState.Hit:
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CircleSprite.FadeOut(legacy_fade_duration, Easing.Out);
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CircleSprite.FadeOut(legacy_fade_duration);
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CircleSprite.ScaleTo(1.4f, legacy_fade_duration, Easing.Out);
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CircleSprite.ScaleTo(1.4f, legacy_fade_duration, Easing.Out);
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OverlaySprite.FadeOut(legacy_fade_duration, Easing.Out);
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OverlaySprite.FadeOut(legacy_fade_duration);
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OverlaySprite.ScaleTo(1.4f, legacy_fade_duration, Easing.Out);
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OverlaySprite.ScaleTo(1.4f, legacy_fade_duration, Easing.Out);
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if (hasNumber)
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if (hasNumber)
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@ -146,11 +146,11 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
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if (legacyVersion >= 2.0m)
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if (legacyVersion >= 2.0m)
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// legacy skins of version 2.0 and newer only apply very short fade out to the number piece.
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// legacy skins of version 2.0 and newer only apply very short fade out to the number piece.
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hitCircleText.FadeOut(legacy_fade_duration / 4, Easing.Out);
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hitCircleText.FadeOut(legacy_fade_duration / 4);
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else
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else
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{
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{
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// old skins scale and fade it normally along other pieces.
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// old skins scale and fade it normally along other pieces.
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hitCircleText.FadeOut(legacy_fade_duration, Easing.Out);
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hitCircleText.FadeOut(legacy_fade_duration);
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hitCircleText.ScaleTo(1.4f, legacy_fade_duration, Easing.Out);
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hitCircleText.ScaleTo(1.4f, legacy_fade_duration, Easing.Out);
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}
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}
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}
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}
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