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Implement kiai flashing for "triangles" taiko skin
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@ -3,6 +3,7 @@
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#nullable disable
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#nullable disable
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using System;
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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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@ -32,6 +33,8 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Default
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private const double pre_beat_transition_time = 80;
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private const double pre_beat_transition_time = 80;
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private const float flash_opacity = 0.3f;
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private Color4 accentColour;
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private Color4 accentColour;
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/// <summary>
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/// <summary>
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@ -157,6 +160,13 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Default
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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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// Make sure the hit indicator usage of FlashBox doesn't get faded out prematurely by a kiai flash
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.DelayUntilTransformsFinished()
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.FadeTo(flash_opacity, 0, Easing.OutQuint)
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.Then()
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.FadeOut(Math.Max(80, timingPoint.BeatLength - 80), Easing.OutSine);
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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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