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Don't apply visibility increase to first object in osu!catch
The goal of the visibility increase is to help in cases where timing is an issue (by showing the approach circle etc.). This doesn't need to apply to catch. @smoogipoo interested as to whether you agree with this one. Visually it looks better to me but it does change the behaviour for only osu!catch, so I'm not 100% confident on it. Closes #13367.
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@ -4,10 +4,8 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using NUnit.Framework;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Testing;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Catch.Mods;
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using osu.Game.Rulesets.Catch.Mods;
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using osu.Game.Rulesets.Catch.Objects;
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using osu.Game.Rulesets.Catch.Objects;
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using osu.Game.Rulesets.Catch.Objects.Drawables;
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using osu.Game.Rulesets.Catch.Objects.Drawables;
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@ -21,12 +19,6 @@ namespace osu.Game.Rulesets.Catch.Tests
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{
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{
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public class TestSceneCatchModHidden : ModTestScene
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public class TestSceneCatchModHidden : ModTestScene
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{
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{
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[BackgroundDependencyLoader]
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private void load()
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{
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LocalConfig.SetValue(OsuSetting.IncreaseFirstObjectVisibility, false);
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}
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[Test]
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[Test]
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public void TestJuiceStream()
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public void TestJuiceStream()
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{
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{
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@ -29,8 +29,7 @@ namespace osu.Game.Rulesets.Catch.Mods
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}
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}
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protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
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protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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=> ApplyNormalVisibilityState(hitObject, state);
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}
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protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state)
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protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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{
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