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Update osu! drawables to use TransformSequences.
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parent
5e76f02b4f
commit
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@ -104,10 +104,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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ApproachCircle.ScaleTo(1.1f, TIME_PREEMPT);
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}
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protected override void UpdateState(ArmedState state)
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protected override void UpdateCurrentState(ArmedState state)
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{
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base.UpdateState(state);
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ApproachCircle.FadeOut();
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double endTime = (HitObject as IHasEndTime)?.EndTime ?? HitObject.StartTime;
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@ -21,17 +21,23 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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protected override OsuJudgement CreateJudgement() => new OsuJudgement { MaxScore = OsuScoreResult.Hit300 };
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protected override void UpdateState(ArmedState state)
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protected override sealed void UpdateState(ArmedState state)
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{
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Flush();
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UpdateInitialState();
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Delay(HitObject.StartTime - Time.Current - TIME_PREEMPT + Judgement.TimeOffset, true);
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using (BeginAbsoluteSequence(HitObject.StartTime - TIME_PREEMPT, true))
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{
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UpdatePreemptState();
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UpdatePreemptState();
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using (BeginDelayedSequence(TIME_PREEMPT + Judgement.TimeOffset, true))
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UpdateCurrentState(state);
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}
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}
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Delay(TIME_PREEMPT, true);
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protected virtual void UpdateCurrentState(ArmedState state)
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{
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}
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protected virtual void UpdatePreemptState()
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@ -158,10 +158,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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ball.Alpha = 0;
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}
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protected override void UpdateState(ArmedState state)
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protected override void UpdateCurrentState(ArmedState state)
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{
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base.UpdateState(state);
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ball.FadeIn();
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Delay(slider.Duration, true);
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@ -181,4 +179,4 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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void UpdateProgress(double progress, int repeat);
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}
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}
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}
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@ -72,10 +72,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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Delay(-animIn);
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}
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protected override void UpdateState(ArmedState state)
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protected override void UpdateCurrentState(ArmedState state)
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{
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base.UpdateState(state);
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switch (state)
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{
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case ArmedState.Idle:
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@ -93,4 +91,4 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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}
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}
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}
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}
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}
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@ -132,10 +132,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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disc.FadeIn(200);
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}
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protected override void UpdateState(ArmedState state)
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protected override void UpdateCurrentState(ArmedState state)
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{
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base.UpdateState(state);
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Delay(spinner.Duration, true);
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FadeOut(160);
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