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Apply same immediate transform logic to TaikoLegacyPlayfieldBackgroundRight
to fix it sticking during rewind
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@ -1,6 +1,7 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osu.Framework.Allocation;
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using osu.Framework.Audio.Track;
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using osu.Framework.Graphics;
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@ -16,7 +17,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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{
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private Sprite kiai = null!;
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private bool kiaiDisplayed;
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private bool isKiaiActive;
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[BackgroundDependencyLoader]
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private void load(ISkinSource skin)
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@ -41,17 +42,19 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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};
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}
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protected override void Update()
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{
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base.Update();
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if (isKiaiActive)
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kiai.Alpha = (float)Math.Min(1, kiai.Alpha + Math.Abs(Clock.ElapsedFrameTime) / 200f);
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else
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kiai.Alpha = (float)Math.Max(0, kiai.Alpha - Math.Abs(Clock.ElapsedFrameTime) / 200f);
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}
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protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, ChannelAmplitudes amplitudes)
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{
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base.OnNewBeat(beatIndex, timingPoint, effectPoint, amplitudes);
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if (effectPoint.KiaiMode != kiaiDisplayed)
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{
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kiaiDisplayed = effectPoint.KiaiMode;
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kiai.ClearTransforms();
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kiai.FadeTo(kiaiDisplayed ? 1 : 0, 200);
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}
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isKiaiActive = effectPoint.KiaiMode;
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}
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}
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}
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