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Merge pull request #23861 from Xinnoh/taiko-kiai-reduction
Reduce argon Taiko kiai flashing
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commit
38365893bb
@ -20,7 +20,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Argon
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private const double pre_beat_transition_time = 80;
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private const double pre_beat_transition_time = 80;
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private const float flash_opacity = 0.3f;
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private const float kiai_flash_opacity = 0.15f;
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private ColourInfo accentColour;
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private ColourInfo accentColour;
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@ -107,7 +107,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Argon
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if (drawableHitObject.State.Value == ArmedState.Idle)
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if (drawableHitObject.State.Value == ArmedState.Idle)
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{
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{
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flash
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flash
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.FadeTo(flash_opacity)
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.FadeTo(kiai_flash_opacity)
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.Then()
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.Then()
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.FadeOut(timingPoint.BeatLength * 0.75, Easing.OutSine);
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.FadeOut(timingPoint.BeatLength * 0.75, Easing.OutSine);
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}
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}
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@ -32,7 +32,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Default
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private const double pre_beat_transition_time = 80;
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private const double pre_beat_transition_time = 80;
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private const float flash_opacity = 0.3f;
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private const float kiai_flash_opacity = 0.15f;
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[Resolved]
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[Resolved]
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private DrawableHitObject drawableHitObject { get; set; } = null!;
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private DrawableHitObject drawableHitObject { get; set; } = null!;
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@ -187,7 +187,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Default
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if (drawableHitObject.State.Value == ArmedState.Idle)
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if (drawableHitObject.State.Value == ArmedState.Idle)
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{
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{
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flashBox
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flashBox
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.FadeTo(flash_opacity)
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.FadeTo(kiai_flash_opacity)
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.Then()
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.Then()
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.FadeOut(timingPoint.BeatLength * 0.75, Easing.OutSine);
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.FadeOut(timingPoint.BeatLength * 0.75, Easing.OutSine);
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}
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}
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