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Revert "Move fade more local to avoid fading twice"
This reverts commitd0421fe206
and fixes https://github.com/ppy/osu/issues/26801. https://github.com/ppy/osu/pull/26703#discussion_r1469409667 was correct in saying that the early fade-out needs to be restored, and that's because of the early-return. Legacy judgements that are the temporary displayed judgement from new piece should also receive the fade-out, andd0421fe206
broke that.
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@ -46,6 +46,7 @@ namespace osu.Game.Skinning
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const double fade_out_length = 600;
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this.FadeInFromZero(fade_in_length);
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this.Delay(fade_out_delay).FadeOut(fade_out_length);
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// legacy judgements don't play any transforms if they are an animation.... UNLESS they are the temporary displayed judgement from new piece.
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if (animation?.FrameCount > 1 && !forceTransforms)
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@ -79,8 +80,6 @@ namespace osu.Game.Skinning
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this.RotateTo(0);
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this.RotateTo(rotation, fade_in_length)
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.Then().RotateTo(rotation * 2, fade_out_delay + fade_out_length - fade_in_length, Easing.In);
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this.Delay(fade_out_delay).FadeOut(fade_out_length);
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}
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}
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else
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@ -94,8 +93,6 @@ namespace osu.Game.Skinning
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// so we need to force the current value to be correct at 1.2 (0.95) then complete the
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// second half of the transform.
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.ScaleTo(0.95f).ScaleTo(finalScale, fade_in_length * 0.2f); // t = 1.4
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this.Delay(fade_out_delay).FadeOut(fade_out_length);
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}
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}
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