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Fix first hitobject in osu! hidden mod not getting correct fade applied
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@ -42,7 +42,11 @@ namespace osu.Game.Rulesets.Osu.Mods
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private double lastSliderHeadFadeOutStartTime;
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private double lastSliderHeadFadeOutDuration;
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protected override void ApplyHiddenState(DrawableHitObject drawable, ArmedState state)
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protected override void ApplyFirstObjectIncreaseVisibilityState(DrawableHitObject drawable, ArmedState state) => applyState(drawable, true);
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protected override void ApplyHiddenState(DrawableHitObject drawable, ArmedState state) => applyState(drawable, false);
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private void applyState(DrawableHitObject drawable, bool increaseVisibility)
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{
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if (!(drawable is DrawableOsuHitObject d))
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return;
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@ -86,9 +90,12 @@ namespace osu.Game.Rulesets.Osu.Mods
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lastSliderHeadFadeOutStartTime = fadeOutStartTime;
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}
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if (!increaseVisibility)
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{
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// we don't want to see the approach circle
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using (circle.BeginAbsoluteSequence(h.StartTime - h.TimePreempt, true))
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circle.ApproachCircle.Hide();
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}
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// fade out immediately after fade in.
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using (drawable.BeginAbsoluteSequence(fadeOutStartTime, true))
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@ -38,7 +38,13 @@ namespace osu.Game.Rulesets.Mods
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public virtual void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
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{
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if (IncreaseFirstObjectVisibility.Value)
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{
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var firstObject = drawables.FirstOrDefault();
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if (firstObject != null)
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firstObject.ApplyCustomUpdateState += ApplyFirstObjectIncreaseVisibilityState;
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drawables = drawables.SkipWhile(h => !IsFirstHideableObject(h)).Skip(1);
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}
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foreach (var dho in drawables)
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dho.ApplyCustomUpdateState += ApplyHiddenState;
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@ -65,6 +71,20 @@ namespace osu.Game.Rulesets.Mods
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}
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}
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/// <summary>
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/// Apply a special visibility state to the first object in a beatmap, if the user chooses to turn on the "increase first object visibility" setting.
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/// </summary>
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/// <param name="hitObject">The hit object to apply the state change to.</param>
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/// <param name="state">The state of the hit object.</param>
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protected virtual void ApplyFirstObjectIncreaseVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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}
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/// <summary>
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/// Apply a hidden state to the provided object.
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/// </summary>
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/// <param name="hitObject">The hit object to apply the state change to.</param>
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/// <param name="state">The state of the hit object.</param>
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protected virtual void ApplyHiddenState(DrawableHitObject hitObject, ArmedState state)
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{
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}
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