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Fix approach circle fade not running early on an early user hit
Regressed in https://github.com/ppy/osu/pull/12153. Closes https://github.com/ppy/osu/issues/13531.
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@ -172,6 +172,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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{
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base.UpdateStartTimeStateTransforms();
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base.UpdateStartTimeStateTransforms();
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// always fade out at the circle's start time (to match user expectations).
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ApproachCircle.FadeOut(50);
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ApproachCircle.FadeOut(50);
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}
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}
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@ -182,6 +183,10 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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// todo: temporary / arbitrary, used for lifetime optimisation.
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// todo: temporary / arbitrary, used for lifetime optimisation.
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this.Delay(800).FadeOut();
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this.Delay(800).FadeOut();
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// in the case of an early state change, the fade should be expedited to the current point in time.
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if (HitStateUpdateTime < HitObject.StartTime)
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ApproachCircle.FadeOut(50);
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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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