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Make taiko hitobject properly unproxy when rewound
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@ -20,12 +20,6 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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public class DrawableSwell : DrawableTaikoHitObject<Swell>
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{
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/// <summary>
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/// Invoked when the swell has reached the hit target, i.e. when CurrentTime >= StartTime.
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/// This is only ever invoked once.
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/// </summary>
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public event Action OnStart;
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private const float target_ring_thick_border = 1.4f;
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private const float target_ring_thin_border = 1f;
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private const float target_ring_scale = 5f;
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@ -40,7 +34,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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/// </summary>
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private int userHits;
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private bool hasStarted;
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private bool hasProxied;
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private readonly SwellSymbolPiece symbol;
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public DrawableSwell(Swell swell)
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@ -48,7 +42,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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FillMode = FillMode.Fit;
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AddInternal(bodyContainer = new Container
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Content.Add(bodyContainer = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Depth = 1,
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@ -177,6 +171,10 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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switch (state)
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{
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case ArmedState.Idle:
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hasProxied = false;
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UnproxyContent();
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break;
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case ArmedState.Hit:
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bodyContainer.Delay(untilJudgement).ScaleTo(1.4f, out_transition_time);
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break;
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@ -195,10 +193,10 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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X = Math.Max(0, X);
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double t = Math.Min(HitObject.StartTime, Time.Current);
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if (t == HitObject.StartTime && !hasStarted)
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if (t == HitObject.StartTime && !hasProxied)
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{
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OnStart?.Invoke();
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hasStarted = true;
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ProxyContent();
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hasProxied = true;
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}
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}
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