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implement hidden (mostly)
some things work and others don't, I dunno
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@ -6,7 +6,6 @@ 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.Objects.Types;
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using osu.Game.Rulesets.Osu.Judgements;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
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@ -48,7 +47,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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},
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number = new NumberPiece
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{
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Text = h is Spinner ? "S" : (HitObject.ComboIndex + 1).ToString(),
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Text = (HitObject.ComboIndex + 1).ToString(),
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},
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ring = new RingPiece(),
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flash = new FlashPiece(),
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@ -88,25 +87,23 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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base.UpdatePreemptState();
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ApproachCircle.FadeIn(Math.Min(TIME_FADEIN * 2, TIME_PREEMPT));
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ApproachCircle.FadeIn(Math.Min(FadeIn * 2, TIME_PREEMPT));
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ApproachCircle.ScaleTo(1.1f, TIME_PREEMPT);
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}
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protected override void UpdateCurrentState(ArmedState state)
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{
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double duration = ((HitObject as IHasEndTime)?.EndTime ?? HitObject.StartTime) - HitObject.StartTime;
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glow.Delay(duration).FadeOut(400);
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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(duration + TIME_PREEMPT).FadeOut(TIME_FADEOUT);
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this.Delay(TIME_PREEMPT).FadeOut(500);
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Expire(true);
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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(TIME_FADEOUT / 5);
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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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