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Fix osu! approach circles fading in too late
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af7b2190c1
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@ -29,6 +29,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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private readonly HitArea hitArea;
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private readonly SkinnableDrawable mainContent;
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public DrawableHitCircle(HitCircle h)
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: base(h)
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{
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@ -56,7 +58,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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return true;
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},
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},
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new SkinnableDrawable("Play/osu/hitcircle", _ => new MainCirclePiece(HitObject.IndexInCurrentCombo)),
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mainContent = new SkinnableDrawable("Play/osu/hitcircle", _ => new MainCirclePiece(HitObject.IndexInCurrentCombo)),
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ApproachCircle = new ApproachCircle
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{
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Alpha = 0,
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@ -108,6 +110,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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base.UpdateInitialTransforms();
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mainContent.FadeInFromZero(HitObject.TimeFadeIn);
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ApproachCircle.FadeIn(Math.Min(HitObject.TimeFadeIn * 2, HitObject.TimePreempt));
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ApproachCircle.ScaleTo(1f, HitObject.TimePreempt);
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ApproachCircle.Expire(true);
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@ -36,7 +36,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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protected sealed override double InitialLifetimeOffset => HitObject.TimePreempt;
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protected override void UpdateInitialTransforms() => this.FadeIn(HitObject.TimeFadeIn);
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protected override void UpdateInitialTransforms() => this.FadeInFromZero();
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private OsuInputManager osuActionInputManager;
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internal OsuInputManager OsuActionInputManager => osuActionInputManager ?? (osuActionInputManager = GetContainingInputManager() as OsuInputManager);
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@ -93,6 +93,13 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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}
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}
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protected override void UpdateInitialTransforms()
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{
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base.UpdateInitialTransforms();
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Body.FadeInFromZero(HitObject.TimeFadeIn);
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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