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Move lifetime adjustment to DrawableHitCircle
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dd2ae3f701
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@ -66,9 +66,6 @@ namespace osu.Game.Rulesets.Osu.Mods
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// we don't want to see the approach circle
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// we don't want to see the approach circle
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circle.ApproachCircle.Hide();
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circle.ApproachCircle.Hide();
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// prolong the hitcircle long enough so misses are still possible
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circle.LifetimeEnd = circle.HitObject.StartTime + Math.Max(fadeOutDuration, circle.HitObject.HitWindowFor(HitResult.Miss));
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// fade out immediately after fade in.
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// fade out immediately after fade in.
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using (drawable.BeginAbsoluteSequence(fadeInStartTime + fadeInDuration, true))
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using (drawable.BeginAbsoluteSequence(fadeInStartTime + fadeInDuration, true))
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circle.FadeOut(fadeOutDuration);
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circle.FadeOut(fadeOutDuration);
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@ -99,7 +99,11 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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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(TIME_PREEMPT).FadeOut(500);
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this.Delay(TIME_PREEMPT).FadeOut(500);
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Expire(true);
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Expire(true);
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// override lifetime end as FadeIn may have been changed externally, causing out expiration to be too early.
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LifetimeEnd = HitObject.StartTime + HitObject.HitWindowFor(HitResult.Miss);
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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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ApproachCircle.FadeOut(50);
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