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Use transform management for catch hit objects
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@ -58,14 +58,12 @@ namespace osu.Game.Rulesets.Catch.Objects.Drawable
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ApplyResult(r => r.Type = CheckPosition.Invoke(HitObject) ? HitResult.Perfect : HitResult.Miss);
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ApplyResult(r => r.Type = CheckPosition.Invoke(HitObject) ? HitResult.Perfect : HitResult.Miss);
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}
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}
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protected override bool UseTransformStateManagement => false;
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protected sealed override double InitialLifetimeOffset => HitObject.TimePreempt;
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protected override void UpdateState(ArmedState state)
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protected override void UpdateInitialTransforms() => this.FadeIn(200);
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protected override void UpdateStateTransforms(ArmedState state)
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{
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{
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// TODO: update to use new state management.
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using (BeginAbsoluteSequence(HitObject.StartTime - HitObject.TimePreempt))
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this.FadeIn(200);
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var endTime = (HitObject as IHasEndTime)?.EndTime ?? HitObject.StartTime;
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var endTime = (HitObject as IHasEndTime)?.EndTime ?? HitObject.StartTime;
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using (BeginAbsoluteSequence(endTime, true))
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using (BeginAbsoluteSequence(endTime, true))
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