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Normalize all the line endings
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@ -1,155 +1,155 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using osu.Framework.Graphics;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects.Drawables.Pieces;
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using OpenTK;
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using osu.Game.Rulesets.Osu.Judgements;
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using osu.Game.Rulesets.Scoring;
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using OpenTK.Graphics;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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public class DrawableHitCircle : DrawableOsuHitObject, IDrawableHitObjectWithProxiedApproach
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{
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public ApproachCircle ApproachCircle;
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private readonly CirclePiece circle;
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private readonly RingPiece ring;
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private readonly FlashPiece flash;
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private readonly ExplodePiece explode;
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private readonly NumberPiece number;
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private readonly GlowPiece glow;
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public DrawableHitCircle(HitCircle h)
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: base(h)
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{
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Origin = Anchor.Centre;
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Position = HitObject.StackedPosition;
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Scale = new Vector2(h.Scale);
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InternalChildren = new Drawable[]
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{
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glow = new GlowPiece(),
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circle = new CirclePiece
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{
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Hit = () =>
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{
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if (AllJudged)
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return false;
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UpdateJudgement(true);
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return true;
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},
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},
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number = new NumberPiece
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{
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Text = (HitObject.IndexInCurrentCombo + 1).ToString(),
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},
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ring = new RingPiece(),
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flash = new FlashPiece(),
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explode = new ExplodePiece(),
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ApproachCircle = new ApproachCircle
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{
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Alpha = 0,
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Scale = new Vector2(4),
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}
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};
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//may not be so correct
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Size = circle.DrawSize;
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HitObject.PositionChanged += _ => Position = HitObject.StackedPosition;
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}
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public override Color4 AccentColour
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{
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get { return base.AccentColour; }
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set
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{
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base.AccentColour = value;
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explode.Colour = AccentColour;
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glow.Colour = AccentColour;
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circle.Colour = AccentColour;
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ApproachCircle.Colour = AccentColour;
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}
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}
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protected override void CheckForJudgements(bool userTriggered, double timeOffset)
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{
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if (!userTriggered)
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{
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if (!HitObject.HitWindows.CanBeHit(timeOffset))
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AddJudgement(new OsuJudgement { Result = HitResult.Miss });
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return;
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}
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var result = HitObject.HitWindows.ResultFor(timeOffset);
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if (result == HitResult.None)
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return;
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AddJudgement(new OsuJudgement
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{
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Result = result,
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PositionOffset = Vector2.Zero //todo: set to correct value
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});
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}
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protected override void UpdatePreemptState()
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{
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base.UpdatePreemptState();
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ApproachCircle.FadeIn(Math.Min(HitObject.TimeFadein * 2, HitObject.TimePreempt));
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ApproachCircle.ScaleTo(1.1f, HitObject.TimePreempt);
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}
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protected override void UpdateCurrentState(ArmedState state)
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{
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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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this.Delay(HitObject.TimePreempt).FadeOut(500);
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Expire(true);
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// override lifetime end as FadeIn may have been changed externally, causing out expiration to be too early.
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LifetimeEnd = HitObject.StartTime + HitObject.HitWindows.HalfWindowFor(HitResult.Miss);
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break;
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case ArmedState.Miss:
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ApproachCircle.FadeOut(50);
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this.FadeOut(100);
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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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.Then()
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.FadeOut(100);
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explode.FadeIn(flash_in);
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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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this.FadeOut(800)
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.ScaleTo(Scale * 1.5f, 400, Easing.OutQuad);
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}
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Expire();
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break;
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}
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}
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public Drawable ProxiedLayer => ApproachCircle;
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}
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}
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using osu.Framework.Graphics;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects.Drawables.Pieces;
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using OpenTK;
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using osu.Game.Rulesets.Osu.Judgements;
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using osu.Game.Rulesets.Scoring;
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using OpenTK.Graphics;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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public class DrawableHitCircle : DrawableOsuHitObject, IDrawableHitObjectWithProxiedApproach
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{
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public ApproachCircle ApproachCircle;
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private readonly CirclePiece circle;
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private readonly RingPiece ring;
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private readonly FlashPiece flash;
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private readonly ExplodePiece explode;
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private readonly NumberPiece number;
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private readonly GlowPiece glow;
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public DrawableHitCircle(HitCircle h)
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: base(h)
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{
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Origin = Anchor.Centre;
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Position = HitObject.StackedPosition;
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Scale = new Vector2(h.Scale);
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InternalChildren = new Drawable[]
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{
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glow = new GlowPiece(),
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circle = new CirclePiece
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{
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Hit = () =>
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{
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if (AllJudged)
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return false;
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UpdateJudgement(true);
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return true;
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},
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},
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number = new NumberPiece
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{
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Text = (HitObject.IndexInCurrentCombo + 1).ToString(),
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},
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ring = new RingPiece(),
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flash = new FlashPiece(),
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explode = new ExplodePiece(),
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ApproachCircle = new ApproachCircle
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{
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Alpha = 0,
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Scale = new Vector2(4),
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}
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};
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//may not be so correct
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Size = circle.DrawSize;
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HitObject.PositionChanged += _ => Position = HitObject.StackedPosition;
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}
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public override Color4 AccentColour
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{
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get { return base.AccentColour; }
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set
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{
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base.AccentColour = value;
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explode.Colour = AccentColour;
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glow.Colour = AccentColour;
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circle.Colour = AccentColour;
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ApproachCircle.Colour = AccentColour;
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}
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}
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protected override void CheckForJudgements(bool userTriggered, double timeOffset)
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{
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if (!userTriggered)
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{
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if (!HitObject.HitWindows.CanBeHit(timeOffset))
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AddJudgement(new OsuJudgement { Result = HitResult.Miss });
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return;
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}
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var result = HitObject.HitWindows.ResultFor(timeOffset);
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if (result == HitResult.None)
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return;
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AddJudgement(new OsuJudgement
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{
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Result = result,
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PositionOffset = Vector2.Zero //todo: set to correct value
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});
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}
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protected override void UpdatePreemptState()
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{
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base.UpdatePreemptState();
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ApproachCircle.FadeIn(Math.Min(HitObject.TimeFadein * 2, HitObject.TimePreempt));
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ApproachCircle.ScaleTo(1.1f, HitObject.TimePreempt);
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}
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protected override void UpdateCurrentState(ArmedState state)
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{
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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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this.Delay(HitObject.TimePreempt).FadeOut(500);
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Expire(true);
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// override lifetime end as FadeIn may have been changed externally, causing out expiration to be too early.
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LifetimeEnd = HitObject.StartTime + HitObject.HitWindows.HalfWindowFor(HitResult.Miss);
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break;
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case ArmedState.Miss:
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ApproachCircle.FadeOut(50);
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this.FadeOut(100);
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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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.Then()
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.FadeOut(100);
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explode.FadeIn(flash_in);
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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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this.FadeOut(800)
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.ScaleTo(Scale * 1.5f, 400, Easing.OutQuad);
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}
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Expire();
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break;
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}
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}
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public Drawable ProxiedLayer => ApproachCircle;
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}
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}
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