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https://github.com/osukey/osukey.git
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Remove remaining usages of AddDelay
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@ -64,8 +64,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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protected override void LoadComplete()
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{
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base.LoadComplete();
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AddDelay(BarLine.StartTime - Time.Current);
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this.FadeOut(base_fadeout_time * BarLine.ScrollTime / 1000);
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this.Delay(BarLine.StartTime - Time.Current).FadeOut(base_fadeout_time * BarLine.ScrollTime / 1000);
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}
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private void updateScrollPosition(double time) => this.MoveToX((float)((BarLine.StartTime - time) / BarLine.ScrollTime));
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@ -65,45 +65,42 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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protected override void UpdateState(ArmedState state)
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{
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AddDelay(HitObject.StartTime - Time.Current + Judgement.TimeOffset, true);
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var circlePiece = MainPiece as CirclePiece;
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circlePiece?.FlashBox.Flush();
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switch (State)
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using (BeginDelayedSequence(HitObject.StartTime - Time.Current + Judgement.TimeOffset, true))
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{
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case ArmedState.Idle:
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AddDelay(HitObject.HitWindowMiss);
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break;
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case ArmedState.Miss:
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this.FadeOut(100);
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break;
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case ArmedState.Hit:
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this.FadeOut(600);
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switch (State)
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{
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case ArmedState.Idle:
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this.Delay(HitObject.HitWindowMiss).Expire();
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break;
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case ArmedState.Miss:
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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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var flash = circlePiece?.FlashBox;
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if (flash != null)
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{
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flash.FadeTo(0.9f);
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flash.FadeOut(300);
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}
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var flash = circlePiece?.FlashBox;
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if (flash != null)
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{
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flash.FadeTo(0.9f);
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flash.FadeOut(300);
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}
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const float gravity_time = 300;
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const float gravity_travel_height = 200;
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Content.ScaleTo(0.8f, gravity_time * 2, EasingTypes.OutQuad);
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this.FadeOut(800);
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this.FadeOut(800)
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.MoveToY(-gravity_travel_height, gravity_time, EasingTypes.Out)
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.Then()
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.MoveToY(gravity_travel_height * 2, gravity_time * 2, EasingTypes.In);
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const float gravity_time = 300;
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const float gravity_travel_height = 200;
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Content.ScaleTo(0.8f, gravity_time * 2, EasingTypes.OutQuad);
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this.MoveToY(-gravity_travel_height, gravity_time, EasingTypes.Out);
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AddDelay(gravity_time, true);
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this.MoveToY(gravity_travel_height * 2, gravity_time * 2, EasingTypes.In);
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break;
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Expire();
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break;
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}
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}
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Expire();
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}
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}
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}
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@ -181,26 +181,21 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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protected override void UpdateState(ArmedState state)
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{
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const float preempt = 100;
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AddDelay(HitObject.StartTime - Time.Current - preempt, true);
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targetRing.ScaleTo(target_ring_scale, preempt * 4, EasingTypes.OutQuint);
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AddDelay(preempt, true);
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AddDelay(Judgement.TimeOffset + HitObject.Duration, true);
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const float out_transition_time = 300;
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double untilStartTime = HitObject.StartTime - Time.Current;
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double untilJudgement = untilStartTime + Judgement.TimeOffset + HitObject.Duration;
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targetRing.Delay(untilStartTime - preempt).ScaleTo(target_ring_scale, preempt * 4, EasingTypes.OutQuint);
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this.Delay(untilJudgement).FadeOut(out_transition_time, EasingTypes.Out);
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switch (state)
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{
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case ArmedState.Hit:
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bodyContainer.ScaleTo(1.4f, out_transition_time);
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bodyContainer.Delay(untilJudgement).ScaleTo(1.4f, out_transition_time);
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break;
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}
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this.FadeOut(out_transition_time, EasingTypes.Out);
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Expire();
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}
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