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Make FollowPoints dumb; use absolute sequence at renderer level.
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@ -12,16 +12,11 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Connections
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{
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public class FollowPoint : Container
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{
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public double StartTime;
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public double EndTime;
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public Vector2 EndPosition;
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private const float width = 8;
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public FollowPoint()
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{
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Origin = Anchor.Centre;
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Alpha = 0;
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Masking = true;
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AutoSizeAxes = Axes.Both;
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@ -45,22 +40,5 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Connections
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},
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};
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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Delay(StartTime);
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FadeIn(DrawableOsuHitObject.TIME_FADEIN);
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ScaleTo(1.5f);
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ScaleTo(1, DrawableOsuHitObject.TIME_FADEIN, EasingTypes.Out);
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MoveTo(EndPosition, DrawableOsuHitObject.TIME_FADEIN, EasingTypes.Out);
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Delay(EndTime - StartTime);
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FadeOut(DrawableOsuHitObject.TIME_FADEIN);
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Delay(DrawableOsuHitObject.TIME_FADEIN);
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Expire(true);
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}
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}
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}
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}
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