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Fix fade not applying to tails sometimes
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@ -118,11 +118,15 @@ namespace osu.Game.Rulesets.Mania.Skinning
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private void applyCustomUpdateState(DrawableHitObject hitObject, ArmedState state)
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private void applyCustomUpdateState(DrawableHitObject hitObject, ArmedState state)
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{
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{
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switch (state)
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if (state == ArmedState.Miss)
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{
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missFadeTime = hitObject.StateUpdateTime;
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case ArmedState.Miss:
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missFadeTime ??= hitObject.StateUpdateTime;
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if (missFadeTime == null)
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return;
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// this state update could come from any nested object of the hold note.
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// make sure the transforms are consistent across all affected parts
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// even if they're idle.
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using (BeginAbsoluteSequence(missFadeTime.Value))
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using (BeginAbsoluteSequence(missFadeTime.Value))
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{
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{
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// colour and duration matches stable
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// colour and duration matches stable
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@ -131,9 +135,6 @@ namespace osu.Game.Rulesets.Mania.Skinning
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bodySprite?.FadeColour(Colour4.DarkGray, 60);
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bodySprite?.FadeColour(Colour4.DarkGray, 60);
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holdNote.Tail.FadeColour(Colour4.DarkGray, 60);
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holdNote.Tail.FadeColour(Colour4.DarkGray, 60);
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}
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}
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break;
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}
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}
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}
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private void onIsHittingChanged(ValueChangedEvent<bool> isHitting)
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private void onIsHittingChanged(ValueChangedEvent<bool> isHitting)
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