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More changes in-line with framework changes.
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@ -89,11 +89,15 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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base.UpdateInitialState();
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//sane defaults
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ring.Alpha = circle.Alpha = number.Alpha = glow.Alpha = 1;
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ApproachCircle.Alpha = 0;
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ApproachCircle.Scale = new Vector2(4);
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explode.Alpha = 0;
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// sane defaults
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ring.Show();
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circle.Show();
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number.Show();
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glow.Show();
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ApproachCircle.Hide();
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ApproachCircle.ScaleTo(new Vector2(4));
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explode.Hide();
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}
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protected override void UpdatePreemptState()
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@ -106,43 +110,45 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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protected override void UpdateCurrentState(ArmedState state)
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{
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ApproachCircle.FadeOut();
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double duration = ((HitObject as IHasEndTime)?.EndTime ?? HitObject.StartTime) - HitObject.StartTime;
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double endTime = (HitObject as IHasEndTime)?.EndTime ?? HitObject.StartTime;
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double duration = endTime - HitObject.StartTime;
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glow.Delay(duration);
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glow.FadeOut(400);
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using (glow.BeginDelayedSequence(duration))
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glow.FadeOut(400);
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switch (state)
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{
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case ArmedState.Idle:
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Delay(duration + TIME_PREEMPT);
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FadeOut(TIME_FADEOUT);
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using (BeginDelayedSequence(duration + TIME_PREEMPT))
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FadeOut(TIME_FADEOUT);
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Expire(true);
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break;
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case ArmedState.Miss:
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ApproachCircle.FadeOut(50);
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FadeOut(TIME_FADEOUT / 5);
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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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const double flash_in = 40;
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flash.FadeTo(0.8f, flash_in);
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flash.Delay(flash_in);
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flash.FadeOut(100);
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using (flash.BeginDelayedSequence(flash_in))
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flash.FadeOut(100);
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explode.FadeIn(flash_in);
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Delay(flash_in, true);
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using (BeginDelayedSequence(flash_in, true))
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{
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//after the flash, we can hide some elements that were behind it
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ring.FadeOut();
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circle.FadeOut();
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number.FadeOut();
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//after the flash, we can hide some elements that were behind it
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ring.FadeOut();
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circle.FadeOut();
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number.FadeOut();
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FadeOut(800);
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ScaleTo(Scale * 1.5f, 400, EasingTypes.OutQuad);
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}
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FadeOut(800);
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ScaleTo(Scale * 1.5f, 400, EasingTypes.OutQuad);
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Expire();
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break;
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}
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