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Revert hacky fade value and fix test
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parent
f9a9ab1d9b
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@ -21,6 +21,8 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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{
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{
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var controlPointInfo = new ControlPointInfo();
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var controlPointInfo = new ControlPointInfo();
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controlPointInfo.Add(0, new TimingControlPoint { BeatLength = 500 });
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if (withKiai)
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if (withKiai)
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controlPointInfo.Add(0, new EffectControlPoint { KiaiMode = true });
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controlPointInfo.Add(0, new EffectControlPoint { KiaiMode = true });
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@ -28,6 +30,8 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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{
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{
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ControlPointInfo = controlPointInfo
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ControlPointInfo = controlPointInfo
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});
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});
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Beatmap.Value.Track.Start();
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}
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}
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}
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}
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}
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}
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@ -16,8 +16,6 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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{
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{
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internal partial class LegacyKiaiGlow : BeatSyncedContainer
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internal partial class LegacyKiaiGlow : BeatSyncedContainer
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{
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{
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private const float colour_compensation = 1.58f;
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public LegacyKiaiGlow()
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public LegacyKiaiGlow()
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{
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{
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AlwaysPresent = true;
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AlwaysPresent = true;
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@ -60,7 +58,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, ChannelAmplitudes amplitudes)
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protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, ChannelAmplitudes amplitudes)
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{
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{
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if (effectPoint.KiaiMode)
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if (effectPoint.KiaiMode)
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this.FadeTo(colour_compensation, 180);
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this.FadeIn(180);
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else
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else
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this.FadeOut(180);
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this.FadeOut(180);
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}
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}
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