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Fix circle piece animation is sometimes not playing when a replay is rewound
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8a221f501d
commit
610cdaea98
@ -15,8 +15,6 @@ namespace osu.Game.Rulesets.Osu.Skinning.Default
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{
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public class MainCirclePiece : CompositeDrawable
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{
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public override bool RemoveCompletedTransforms => false;
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private readonly CirclePiece circle;
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private readonly RingPiece ring;
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private readonly FlashPiece flash;
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@ -44,7 +42,6 @@ namespace osu.Game.Rulesets.Osu.Skinning.Default
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private readonly IBindable<Color4> accentColour = new Bindable<Color4>();
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private readonly IBindable<int> indexInCurrentCombo = new Bindable<int>();
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private readonly IBindable<ArmedState> armedState = new Bindable<ArmedState>();
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[Resolved]
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private DrawableHitObject drawableObject { get; set; }
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@ -56,7 +53,6 @@ namespace osu.Game.Rulesets.Osu.Skinning.Default
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accentColour.BindTo(drawableObject.AccentColour);
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indexInCurrentCombo.BindTo(drawableOsuObject.IndexInCurrentComboBindable);
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armedState.BindTo(drawableObject.State);
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}
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protected override void LoadComplete()
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@ -72,19 +68,18 @@ namespace osu.Game.Rulesets.Osu.Skinning.Default
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indexInCurrentCombo.BindValueChanged(index => number.Text = (index.NewValue + 1).ToString(), true);
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armedState.BindValueChanged(animate, true);
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drawableObject.ApplyCustomUpdateState += updateStateTransforms;
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updateStateTransforms(drawableObject, drawableObject.State.Value);
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}
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private void animate(ValueChangedEvent<ArmedState> state)
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private void updateStateTransforms(DrawableHitObject drawableHitObject, ArmedState state)
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{
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ClearTransforms(true);
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using (BeginAbsoluteSequence(drawableObject.StateUpdateTime))
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glow.FadeOut(400);
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using (BeginAbsoluteSequence(drawableObject.HitStateUpdateTime))
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{
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switch (state.NewValue)
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switch (state)
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{
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case ArmedState.Hit:
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const double flash_in = 40;
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@ -111,5 +106,13 @@ namespace osu.Game.Rulesets.Osu.Skinning.Default
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}
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}
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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if (drawableObject != null)
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drawableObject.ApplyCustomUpdateState -= updateStateTransforms;
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}
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}
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}
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@ -41,7 +41,6 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
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private readonly Bindable<Color4> accentColour = new Bindable<Color4>();
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private readonly IBindable<int> indexInCurrentCombo = new Bindable<int>();
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private readonly IBindable<ArmedState> armedState = new Bindable<ArmedState>();
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[Resolved]
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private DrawableHitObject drawableObject { get; set; }
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@ -116,7 +115,6 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
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accentColour.BindTo(drawableObject.AccentColour);
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indexInCurrentCombo.BindTo(drawableOsuObject.IndexInCurrentComboBindable);
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armedState.BindTo(drawableObject.State);
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Texture getTextureWithFallback(string name)
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{
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@ -142,10 +140,11 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
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if (hasNumber)
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indexInCurrentCombo.BindValueChanged(index => hitCircleText.Text = (index.NewValue + 1).ToString(), true);
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armedState.BindValueChanged(animate, true);
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drawableObject.ApplyCustomUpdateState += updateStateTransforms;
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updateStateTransforms(drawableObject, drawableObject.State.Value);
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}
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private void animate(ValueChangedEvent<ArmedState> state)
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private void updateStateTransforms(DrawableHitObject drawableHitObject, ArmedState state)
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{
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const double legacy_fade_duration = 240;
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@ -153,7 +152,7 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
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using (BeginAbsoluteSequence(drawableObject.HitStateUpdateTime))
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{
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switch (state.NewValue)
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switch (state)
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{
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case ArmedState.Hit:
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circleSprites.FadeOut(legacy_fade_duration, Easing.Out);
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@ -178,5 +177,13 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
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}
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}
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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if (drawableObject != null)
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drawableObject.ApplyCustomUpdateState -= updateStateTransforms;
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}
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}
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}
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