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new Approach to approach rate
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@ -10,26 +10,25 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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public class DrawableOsuHitObject : DrawableHitObject<OsuHitObject>
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{
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public const float TIME_PREEMPT = 600;
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public const float TIME_FADEIN = 400;
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/// <summary>
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/// The number of milliseconds used to fade in.
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/// </summary>
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public virtual double FadeInDuration { get; set; } = TIME_FADEIN;
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public virtual double FadeInDuration { get; set; }
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public override bool IsPresent => base.IsPresent || State.Value == ArmedState.Idle && Time.Current >= HitObject.StartTime - TIME_PREEMPT;
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public override bool IsPresent => base.IsPresent || State.Value == ArmedState.Idle && Time.Current >= HitObject.StartTime - HitObject.TimePreempt;
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protected DrawableOsuHitObject(OsuHitObject hitObject)
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: base(hitObject)
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{
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FadeInDuration = hitObject.TimeFadein;
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AccentColour = HitObject.ComboColour;
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Alpha = 0;
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}
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protected sealed override void UpdateState(ArmedState state)
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{
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double transformTime = HitObject.StartTime - TIME_PREEMPT;
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double transformTime = HitObject.StartTime - HitObject.TimePreempt;
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base.ApplyTransformsAt(transformTime, true);
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base.ClearTransformsAfter(transformTime, true);
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@ -38,7 +37,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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UpdatePreemptState();
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using (BeginDelayedSequence(TIME_PREEMPT + (Judgements.FirstOrDefault()?.TimeOffset ?? 0), true))
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using (BeginDelayedSequence(HitObject.TimePreempt + (Judgements.FirstOrDefault()?.TimeOffset ?? 0), true))
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UpdateCurrentState(state);
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}
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}
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