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Use DI instead
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@ -22,7 +22,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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private double animDuration;
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private readonly ReverseArrowPiece scaleContainer;
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private readonly Drawable scaleContainer;
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public DrawableSliderRepeat(SliderRepeat sliderRepeat, DrawableSlider drawableSlider)
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: base(sliderRepeat)
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@ -80,7 +80,6 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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case ArmedState.Hit:
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this.FadeOut(animDuration, Easing.Out)
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.ScaleTo(Scale * 1.5f, animDuration, Easing.Out);
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scaleContainer.ShouldFollowBeats = false;
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scaleContainer.Transforms.ForEach(t => scaleContainer.RemoveTransform(t));
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break;
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}
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@ -8,12 +8,15 @@ using osu.Framework.Graphics.Sprites;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Graphics.Containers;
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using osu.Game.Skinning;
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using osu.Framework.Allocation;
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using osu.Game.Rulesets.Objects.Drawables;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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{
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public class ReverseArrowPiece : BeatSyncedContainer
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{
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public bool ShouldFollowBeats = true;
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[Resolved]
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private DrawableHitObject drawableSlider { get; set; }
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public ReverseArrowPiece()
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{
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@ -41,7 +44,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, TrackAmplitudes amplitudes)
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{
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if (ShouldFollowBeats)
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if (!drawableSlider.IsHit)
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Child.ScaleTo(1.3f).ScaleTo(1f, timingPoint.BeatLength, Easing.Out);
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}
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}
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