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Reset DrawableHitObject lifetimes on state change (#6028)
Reset DrawableHitObject lifetimes on state change Co-authored-by: Dan Balasescu <smoogipoo@smgi.me>
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commit
e1ed5dfa7d
@ -71,11 +71,11 @@ namespace osu.Game.Rulesets.Catch.Objects.Drawable
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switch (state)
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{
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case ArmedState.Miss:
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this.FadeOut(250).RotateTo(Rotation * 2, 250, Easing.Out).Expire();
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this.FadeOut(250).RotateTo(Rotation * 2, 250, Easing.Out);
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break;
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case ArmedState.Hit:
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this.FadeOut().Expire();
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this.FadeOut();
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break;
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}
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}
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@ -51,11 +51,11 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
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switch (state)
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{
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case ArmedState.Miss:
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this.FadeOut(150, Easing.In).Expire();
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this.FadeOut(150, Easing.In);
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break;
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case ArmedState.Hit:
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this.FadeOut(150, Easing.OutQuint).Expire();
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this.FadeOut(150, Easing.OutQuint);
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break;
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}
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}
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@ -86,6 +86,26 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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AccentColour.BindValueChanged(accent => ApproachCircle.Colour = accent.NewValue, true);
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}
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public override double LifetimeStart
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{
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get => base.LifetimeStart;
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set
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{
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base.LifetimeStart = value;
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ApproachCircle.LifetimeStart = value;
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}
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}
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public override double LifetimeEnd
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{
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get => base.LifetimeEnd;
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set
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{
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base.LifetimeEnd = value;
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ApproachCircle.LifetimeEnd = value;
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}
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}
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protected override void CheckForResult(bool userTriggered, double timeOffset)
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{
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Debug.Assert(HitObject.HitWindows != null);
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@ -122,6 +142,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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protected override void UpdateStateTransforms(ArmedState state)
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{
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base.UpdateStateTransforms(state);
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Debug.Assert(HitObject.HitWindows != null);
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switch (state)
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@ -132,22 +154,18 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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Expire(true);
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hitArea.HitAction = null;
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// override lifetime end as FadeIn may have been changed externally, causing out expiration to be too early.
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LifetimeEnd = HitObject.StartTime + HitObject.HitWindows.WindowFor(HitResult.Miss);
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break;
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case ArmedState.Miss:
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ApproachCircle.FadeOut(50);
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this.FadeOut(100);
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Expire();
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break;
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case ArmedState.Hit:
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ApproachCircle.FadeOut(50);
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// todo: temporary / arbitrary
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this.Delay(800).Expire();
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this.Delay(800).FadeOut();
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break;
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}
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}
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@ -41,6 +41,19 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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protected virtual void Shake(double maximumLength) => shakeContainer.Shake(maximumLength);
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protected override void UpdateStateTransforms(ArmedState state)
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{
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base.UpdateStateTransforms(state);
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switch (state)
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{
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case ArmedState.Idle:
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// Manually set to reduce the number of future alive objects to a bare minimum.
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LifetimeStart = HitObject.StartTime - HitObject.TimePreempt;
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break;
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}
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}
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protected override JudgementResult CreateResult(Judgement judgement) => new OsuJudgementResult(HitObject, judgement);
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}
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}
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@ -74,6 +74,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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protected override void UpdateStateTransforms(ArmedState state)
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{
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base.UpdateStateTransforms(state);
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switch (state)
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{
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case ArmedState.Idle:
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@ -202,6 +202,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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protected override void UpdateStateTransforms(ArmedState state)
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{
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base.UpdateStateTransforms(state);
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Ball.FadeIn();
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Ball.ScaleTo(HitObject.Scale);
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@ -219,10 +221,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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break;
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}
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this.FadeOut(fade_out_time, Easing.OutQuint).Expire();
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this.FadeOut(fade_out_time, Easing.OutQuint);
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}
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Expire(true);
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}
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public Drawable ProxiedLayer => HeadCircle.ApproachCircle;
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@ -75,6 +75,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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protected override void UpdateStateTransforms(ArmedState state)
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{
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base.UpdateStateTransforms(state);
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switch (state)
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{
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case ArmedState.Idle:
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@ -215,14 +215,12 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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protected override void UpdateStateTransforms(ArmedState state)
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{
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base.UpdateStateTransforms(state);
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var sequence = this.Delay(Spinner.Duration).FadeOut(160);
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switch (state)
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{
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case ArmedState.Idle:
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Expire(true);
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break;
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case ArmedState.Hit:
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sequence.ScaleTo(Scale * 1.2f, 320, Easing.Out);
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break;
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@ -231,8 +229,6 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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sequence.ScaleTo(Scale * 0.8f, 320, Easing.In);
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break;
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}
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Expire();
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}
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}
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}
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@ -70,13 +70,7 @@ namespace osu.Game.Rulesets.Osu.UI
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base.Add(h);
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}
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private void addApproachCircleProxy(Drawable d)
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{
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var proxy = d.CreateProxy();
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proxy.LifetimeStart = d.LifetimeStart;
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proxy.LifetimeEnd = d.LifetimeEnd;
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approachCircles.Add(proxy);
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}
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private void addApproachCircleProxy(Drawable d) => approachCircles.Add(d.CreateProxy());
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public override void PostProcess()
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{
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@ -94,7 +94,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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case ArmedState.Hit:
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case ArmedState.Miss:
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this.Delay(HitObject.Duration).FadeOut(100).Expire();
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this.Delay(HitObject.Duration).FadeOut(100);
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break;
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}
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}
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@ -44,7 +44,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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switch (state)
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{
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case ArmedState.Hit:
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this.ScaleTo(0, 100, Easing.OutQuint).Expire();
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this.ScaleTo(0, 100, Easing.OutQuint);
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break;
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}
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}
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@ -105,12 +105,10 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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validActionPressed = false;
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UnproxyContent();
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this.Delay(HitObject.HitWindows.WindowFor(HitResult.Miss)).Expire();
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break;
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case ArmedState.Miss:
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this.FadeOut(100)
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.Expire();
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this.FadeOut(100);
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break;
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case ArmedState.Hit:
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@ -129,9 +127,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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.Then()
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.MoveToY(gravity_travel_height * 2, gravity_time * 2, Easing.In);
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this.FadeOut(800)
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.Expire();
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this.FadeOut(800);
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break;
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}
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}
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@ -208,8 +208,6 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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this.FadeOut(transition_duration, Easing.Out);
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bodyContainer.ScaleTo(1.4f, transition_duration);
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Expire();
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}
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break;
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@ -153,6 +153,8 @@ namespace osu.Game.Rulesets.Objects.Drawables
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if (UseTransformStateManagement)
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{
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LifetimeEnd = double.MaxValue;
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double transformTime = HitObject.StartTime - InitialLifetimeOffset;
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base.ApplyTransformsAt(transformTime, true);
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@ -170,6 +172,9 @@ namespace osu.Game.Rulesets.Objects.Drawables
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state.Value = newState;
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}
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}
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if (state.Value != ArmedState.Idle && LifetimeEnd == double.MaxValue)
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Expire();
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}
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else
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state.Value = newState;
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@ -200,6 +205,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
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/// <summary>
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/// Apply transforms based on the current <see cref="ArmedState"/>. Previous states are automatically cleared.
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/// In the case of a non-idle <see cref="ArmedState"/>, and if <see cref="Drawable.LifetimeEnd"/> was not set during this call, <see cref="Drawable.Expire"/> will be invoked.
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/// </summary>
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/// <param name="state">The new armed state.</param>
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protected virtual void UpdateStateTransforms(ArmedState state)
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@ -308,7 +314,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
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/// <remarks>
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/// This is only used as an optimisation to delay the initial update of this <see cref="DrawableHitObject"/> and may be tuned more aggressively if required.
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/// It is indirectly used to decide the automatic transform offset provided to <see cref="UpdateInitialTransforms"/>.
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/// A more accurate <see cref="LifetimeStart"/> should be set inside <see cref="UpdateState"/> for an <see cref="ArmedState.Idle"/> state.
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/// A more accurate <see cref="LifetimeStart"/> should be set for further optimisation (in <see cref="LoadComplete"/>, for example).
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/// </remarks>
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protected virtual double InitialLifetimeOffset => 10000;
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