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Rename application method
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3f8f778004
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@ -41,10 +41,10 @@ namespace osu.Game.Rulesets.Osu.Mods
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public void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
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{
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foreach (var d in drawables.OfType<DrawableOsuHitObject>())
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d.ApplyCustomUpdateState += CustomSequence;
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d.ApplyCustomUpdateState += ApplyHiddenState;
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}
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protected void CustomSequence(DrawableHitObject drawable, ArmedState state)
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protected void ApplyHiddenState(DrawableHitObject drawable, ArmedState state)
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{
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if (!(drawable is DrawableOsuHitObject d))
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return;
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@ -70,7 +70,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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circle.FadeIn(fadeIn).Then().FadeOut(fadeOut); // override fade in as it somehow gets cut otherwise
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break;
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case DrawableSlider slider:
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slider.InitialCircle.ApplyCustomUpdateState += CustomSequence;
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slider.InitialCircle.ApplyCustomUpdateState += ApplyHiddenState;
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using (slider.BeginAbsoluteSequence(fadeOutTime, true))
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{
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@ -65,7 +65,7 @@ namespace osu.Game.Rulesets.Osu.Tests
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drawable.State.Value = ArmedState.Hit;
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if (hidden)
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drawable.ApplyCustomUpdateState += new TestOsuModHidden().CustomSequence;
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drawable.ApplyCustomUpdateState += new TestOsuModHidden().ApplyHiddenState;
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Add(drawable);
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}
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@ -83,7 +83,7 @@ namespace osu.Game.Rulesets.Osu.Tests
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private class TestOsuModHidden : OsuModHidden
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{
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public new void CustomSequence(DrawableHitObject drawable, ArmedState state) => base.CustomSequence(drawable, state);
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public new void ApplyHiddenState(DrawableHitObject drawable, ArmedState state) => base.ApplyHiddenState(drawable, state);
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}
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private class TestDrawableHitCircle : DrawableHitCircle
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@ -133,7 +133,7 @@ namespace osu.Game.Rulesets.Osu.Tests
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private class TestOsuModHidden : OsuModHidden
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{
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public new void CustomSequence(DrawableHitObject drawable, ArmedState state) => base.CustomSequence(drawable, state);
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public new void CustomSequence(DrawableHitObject drawable, ArmedState state) => base.ApplyHiddenState(drawable, state);
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}
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}
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@ -57,7 +57,7 @@ namespace osu.Game.Rulesets.Osu.Tests
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private class TestOsuModHidden : OsuModHidden
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{
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public new void CustomSequence(DrawableHitObject drawable, ArmedState state) => base.CustomSequence(drawable, state);
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public new void CustomSequence(DrawableHitObject drawable, ArmedState state) => base.ApplyHiddenState(drawable, state);
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}
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}
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}
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