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Merge pull request #13556 from bdach/editor-hit-circle-animation-regression
Fix editor hit circle animation toggle not working
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commit
65014aeb7a
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Transforms;
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using osu.Framework.Testing;
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using osu.Framework.Utils;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Edit;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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namespace osu.Game.Rulesets.Osu.Tests.Editor
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{
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[TestFixture]
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public class TestSceneOsuEditorHitAnimations : TestSceneOsuEditor
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{
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[Resolved]
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private OsuConfigManager config { get; set; }
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[Test]
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public void TestHitCircleAnimationDisable()
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{
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HitCircle hitCircle = null;
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DrawableHitCircle drawableHitCircle = null;
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AddStep("retrieve first hit circle", () => hitCircle = getHitCircle(0));
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toggleAnimations(true);
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seekSmoothlyTo(() => hitCircle.StartTime + 10);
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AddStep("retrieve drawable", () => drawableHitCircle = (DrawableHitCircle)getDrawableObjectFor(hitCircle));
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assertFutureTransforms(() => drawableHitCircle.CirclePiece, true);
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AddStep("retrieve second hit circle", () => hitCircle = getHitCircle(1));
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toggleAnimations(false);
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seekSmoothlyTo(() => hitCircle.StartTime + 10);
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AddStep("retrieve drawable", () => drawableHitCircle = (DrawableHitCircle)getDrawableObjectFor(hitCircle));
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assertFutureTransforms(() => drawableHitCircle.CirclePiece, false);
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AddAssert("hit circle has longer fade-out applied", () =>
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{
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var alphaTransform = drawableHitCircle.Transforms.Last(t => t.TargetMember == nameof(Alpha));
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return alphaTransform.EndTime - alphaTransform.StartTime == DrawableOsuEditorRuleset.EDITOR_HIT_OBJECT_FADE_OUT_EXTENSION;
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});
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}
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[Test]
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public void TestSliderAnimationDisable()
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{
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Slider slider = null;
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DrawableSlider drawableSlider = null;
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DrawableSliderRepeat sliderRepeat = null;
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AddStep("retrieve first slider with repeats", () => slider = getSliderWithRepeats(0));
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toggleAnimations(true);
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seekSmoothlyTo(() => slider.StartTime + slider.SpanDuration + 10);
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retrieveDrawables();
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assertFutureTransforms(() => sliderRepeat, true);
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AddStep("retrieve second slider with repeats", () => slider = getSliderWithRepeats(1));
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toggleAnimations(false);
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seekSmoothlyTo(() => slider.StartTime + slider.SpanDuration + 10);
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retrieveDrawables();
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assertFutureTransforms(() => sliderRepeat.Arrow, false);
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seekSmoothlyTo(() => slider.GetEndTime());
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AddAssert("slider has longer fade-out applied", () =>
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{
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var alphaTransform = drawableSlider.Transforms.Last(t => t.TargetMember == nameof(Alpha));
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return alphaTransform.EndTime - alphaTransform.StartTime == DrawableOsuEditorRuleset.EDITOR_HIT_OBJECT_FADE_OUT_EXTENSION;
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});
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void retrieveDrawables() =>
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AddStep("retrieve drawables", () =>
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{
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drawableSlider = (DrawableSlider)getDrawableObjectFor(slider);
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sliderRepeat = (DrawableSliderRepeat)getDrawableObjectFor(slider.NestedHitObjects.OfType<SliderRepeat>().First());
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});
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}
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private HitCircle getHitCircle(int index)
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=> EditorBeatmap.HitObjects.OfType<HitCircle>().ElementAt(index);
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private Slider getSliderWithRepeats(int index)
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=> EditorBeatmap.HitObjects.OfType<Slider>().Where(s => s.RepeatCount >= 1).ElementAt(index);
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private DrawableHitObject getDrawableObjectFor(HitObject hitObject)
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=> this.ChildrenOfType<DrawableHitObject>().Single(ho => ho.HitObject == hitObject);
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private IEnumerable<Transform> getTransformsRecursively(Drawable drawable)
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=> drawable.ChildrenOfType<Drawable>().SelectMany(d => d.Transforms);
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private void toggleAnimations(bool enabled)
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=> AddStep($"toggle animations {(enabled ? "on" : "off")}", () => config.SetValue(OsuSetting.EditorHitAnimations, enabled));
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private void seekSmoothlyTo(Func<double> targetTime)
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{
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AddStep("seek smoothly", () => EditorClock.SeekSmoothlyTo(targetTime.Invoke()));
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AddUntilStep("wait for seek", () => Precision.AlmostEquals(targetTime.Invoke(), EditorClock.CurrentTime));
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}
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private void assertFutureTransforms(Func<Drawable> getDrawable, bool hasFutureTransforms)
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=> AddAssert($"object {(hasFutureTransforms ? "has" : "has no")} future transforms",
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() => getTransformsRecursively(getDrawable()).Any(t => t.EndTime >= EditorClock.CurrentTime) == hasFutureTransforms);
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}
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}
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@ -20,6 +20,12 @@ namespace osu.Game.Rulesets.Osu.Edit
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{
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{
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public class DrawableOsuEditorRuleset : DrawableOsuRuleset
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public class DrawableOsuEditorRuleset : DrawableOsuRuleset
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{
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{
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/// <summary>
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/// Hit objects are intentionally made to fade out at a constant slower rate than in gameplay.
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/// This allows a mapper to gain better historical context and use recent hitobjects as reference / snap points.
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/// </summary>
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public const double EDITOR_HIT_OBJECT_FADE_OUT_EXTENSION = 700;
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public DrawableOsuEditorRuleset(Ruleset ruleset, IBeatmap beatmap, IReadOnlyList<Mod> mods)
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public DrawableOsuEditorRuleset(Ruleset ruleset, IBeatmap beatmap, IReadOnlyList<Mod> mods)
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: base(ruleset, beatmap, mods)
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: base(ruleset, beatmap, mods)
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{
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{
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@ -46,12 +52,6 @@ namespace osu.Game.Rulesets.Osu.Edit
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d.ApplyCustomUpdateState += updateState;
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d.ApplyCustomUpdateState += updateState;
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}
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}
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/// <summary>
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/// Hit objects are intentionally made to fade out at a constant slower rate than in gameplay.
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/// This allows a mapper to gain better historical context and use recent hitobjects as reference / snap points.
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/// </summary>
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private const double editor_hit_object_fade_out_extension = 700;
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private void updateState(DrawableHitObject hitObject, ArmedState state)
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private void updateState(DrawableHitObject hitObject, ArmedState state)
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{
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{
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if (state == ArmedState.Idle || hitAnimations.Value)
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if (state == ArmedState.Idle || hitAnimations.Value)
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@ -60,7 +60,7 @@ namespace osu.Game.Rulesets.Osu.Edit
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if (hitObject is DrawableHitCircle circle)
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if (hitObject is DrawableHitCircle circle)
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{
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{
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circle.ApproachCircle
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circle.ApproachCircle
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.FadeOutFromOne(editor_hit_object_fade_out_extension * 4)
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.FadeOutFromOne(EDITOR_HIT_OBJECT_FADE_OUT_EXTENSION * 4)
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.Expire();
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.Expire();
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circle.ApproachCircle.ScaleTo(1.1f, 300, Easing.OutQuint);
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circle.ApproachCircle.ScaleTo(1.1f, 300, Easing.OutQuint);
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if (hitObject is IHasMainCirclePiece mainPieceContainer)
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if (hitObject is IHasMainCirclePiece mainPieceContainer)
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{
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{
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// clear any explode animation logic.
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// clear any explode animation logic.
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mainPieceContainer.CirclePiece.ApplyTransformsAt(hitObject.HitStateUpdateTime, true);
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// this is scheduled after children to ensure that the clear happens after invocations of ApplyCustomUpdateState on the circle piece's nested skinnables.
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mainPieceContainer.CirclePiece.ClearTransformsAfter(hitObject.HitStateUpdateTime, true);
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ScheduleAfterChildren(() =>
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{
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if (hitObject.HitObject == null) return;
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mainPieceContainer.CirclePiece.ApplyTransformsAt(hitObject.StateUpdateTime, true);
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mainPieceContainer.CirclePiece.ClearTransformsAfter(hitObject.StateUpdateTime, true);
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});
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}
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}
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if (hitObject is DrawableSliderRepeat repeat)
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if (hitObject is DrawableSliderRepeat repeat)
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{
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{
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repeat.Arrow.ApplyTransformsAt(hitObject.HitStateUpdateTime, true);
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repeat.Arrow.ApplyTransformsAt(hitObject.StateUpdateTime, true);
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repeat.Arrow.ClearTransformsAfter(hitObject.HitStateUpdateTime, true);
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repeat.Arrow.ClearTransformsAfter(hitObject.StateUpdateTime, true);
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}
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}
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// adjust the visuals of top-level object types to make them stay on screen for longer than usual.
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// adjust the visuals of top-level object types to make them stay on screen for longer than usual.
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hitObject.RemoveTransform(existing);
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hitObject.RemoveTransform(existing);
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using (hitObject.BeginAbsoluteSequence(hitObject.HitStateUpdateTime))
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using (hitObject.BeginAbsoluteSequence(hitObject.HitStateUpdateTime))
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hitObject.FadeOut(editor_hit_object_fade_out_extension).Expire();
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hitObject.FadeOut(EDITOR_HIT_OBJECT_FADE_OUT_EXTENSION).Expire();
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break;
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break;
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}
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}
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}
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}
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