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Apply review: changed DelayUntilTransformsFinished to ArmedState check
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@ -4,6 +4,7 @@
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#nullable disable
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#nullable disable
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using System;
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using System;
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using osu.Framework.Allocation;
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using osu.Framework.Audio.Track;
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using osu.Framework.Audio.Track;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics;
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@ -14,6 +15,7 @@ using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Graphics;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Backgrounds;
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using osu.Game.Graphics.Backgrounds;
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using osu.Game.Graphics.Containers;
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using osu.Game.Graphics.Containers;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.Taiko.Objects;
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using osuTK.Graphics;
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using osuTK.Graphics;
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@ -155,17 +157,21 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Default
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};
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};
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}
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}
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[Resolved]
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private DrawableHitObject drawableHitObject { get; set; }
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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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return;
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return;
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FlashBox
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if (drawableHitObject.State.Value == ArmedState.Idle)
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// Make sure the hit indicator usage of FlashBox doesn't get faded out prematurely by a kiai flash
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{
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.DelayUntilTransformsFinished()
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FlashBox
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.FadeTo(flash_opacity)
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.FadeTo(flash_opacity)
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.Then()
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.Then()
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.FadeOut(Math.Max(80, timingPoint.BeatLength - 80), Easing.OutSine);
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.FadeOut(Math.Max(80, timingPoint.BeatLength - 80), Easing.OutSine);
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}
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if (beatIndex % timingPoint.TimeSignature.Numerator != 0)
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if (beatIndex % timingPoint.TimeSignature.Numerator != 0)
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return;
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return;
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