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Enable fading when hidden only hides appreach circles
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@ -36,7 +36,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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[SettingSource("Fade out hit circles earlier", "Make hit circles fade out into a miss, rather than after it.")]
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[SettingSource("Fade out hit circles earlier", "Make hit circles fade out into a miss, rather than after it.")]
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public Bindable<bool> FadeHitCircleEarly { get; } = new Bindable<bool>(true);
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public Bindable<bool> FadeHitCircleEarly { get; } = new Bindable<bool>(true);
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private bool hiddenModActive;
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private bool usingHiddenFading;
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public void ApplyToHitObject(HitObject hitObject)
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public void ApplyToHitObject(HitObject hitObject)
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{
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{
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@ -59,7 +59,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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if (ClassicNoteLock.Value)
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if (ClassicNoteLock.Value)
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osuRuleset.Playfield.HitPolicy = new ObjectOrderedHitPolicy();
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osuRuleset.Playfield.HitPolicy = new ObjectOrderedHitPolicy();
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hiddenModActive = drawableRuleset.Mods.OfType<ModHidden>().Any();
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usingHiddenFading = !drawableRuleset.Mods.OfType<OsuModHidden>().FirstOrDefault()?.OnlyFadeApproachCircles.Value ?? false;
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}
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}
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public void ApplyToDrawableHitObject(DrawableHitObject obj)
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public void ApplyToDrawableHitObject(DrawableHitObject obj)
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@ -68,7 +68,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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{
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{
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case DrawableSliderHead head:
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case DrawableSliderHead head:
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head.TrackFollowCircle = !NoSliderHeadMovement.Value;
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head.TrackFollowCircle = !NoSliderHeadMovement.Value;
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if (FadeHitCircleEarly.Value && !hiddenModActive)
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if (FadeHitCircleEarly.Value && !usingHiddenFading)
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applyEarlyFading(head);
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applyEarlyFading(head);
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break;
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break;
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@ -77,7 +77,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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break;
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break;
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case DrawableHitCircle circle:
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case DrawableHitCircle circle:
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if (FadeHitCircleEarly.Value && !hiddenModActive)
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if (FadeHitCircleEarly.Value && !usingHiddenFading)
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applyEarlyFading(circle);
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applyEarlyFading(circle);
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break;
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break;
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}
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}
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