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Always fade out approach circles at a HitObject's start time to better match stable
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parent
9e38d580ca
commit
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@ -164,28 +164,29 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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ApproachCircle.Expire(true);
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ApproachCircle.Expire(true);
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}
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}
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protected override void UpdateStartTimeStateTransforms()
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{
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base.UpdateStartTimeStateTransforms();
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ApproachCircle.FadeOut(50);
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}
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protected override void UpdateHitStateTransforms(ArmedState state)
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protected override void UpdateHitStateTransforms(ArmedState state)
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{
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{
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Debug.Assert(HitObject.HitWindows != null);
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Debug.Assert(HitObject.HitWindows != null);
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// todo: temporary / arbitrary, used for lifetime optimisation.
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this.Delay(800).FadeOut();
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switch (state)
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switch (state)
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{
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{
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case ArmedState.Idle:
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case ArmedState.Idle:
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this.Delay(HitObject.TimePreempt).FadeOut(500);
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HitArea.HitAction = null;
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HitArea.HitAction = null;
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break;
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break;
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case ArmedState.Miss:
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case ArmedState.Miss:
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ApproachCircle.FadeOut(50);
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this.FadeOut(100);
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this.FadeOut(100);
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break;
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break;
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case ArmedState.Hit:
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ApproachCircle.FadeOut(50);
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// todo: temporary / arbitrary
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this.Delay(800).FadeOut();
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break;
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}
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}
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Expire();
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Expire();
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