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https://github.com/osukey/osukey.git
synced 2025-08-02 22:26:41 +09:00
Delay -> ApplyDelay; DelayReset -> ResetDelay
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@ -98,7 +98,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Connections
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fp.MoveTo(pointEndPosition, DrawableOsuHitObject.TIME_FADEIN, EasingTypes.Out);
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fp.Delay(fadeOutTime - fadeInTime);
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fp.ApplyDelay(fadeOutTime - fadeInTime);
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fp.FadeOut(DrawableOsuHitObject.TIME_FADEIN);
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}
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@ -26,7 +26,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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protected sealed override void UpdateState(ArmedState state)
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{
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Flush();
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DelayReset();
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ResetDelay(true);
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using (BeginAbsoluteSequence(HitObject.StartTime - TIME_PREEMPT, true))
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{
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@ -158,7 +158,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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ball.FadeIn();
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Delay(slider.Duration, true);
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ApplyDelay(slider.Duration, true);
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body.FadeOut(160);
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ball.FadeOut(160);
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@ -66,10 +66,10 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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this.ScaleTo(1.2f, animIn);
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this.FadeIn(animIn);
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Delay(animIn);
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ApplyDelay(animIn);
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this.ScaleTo(1, 150, EasingTypes.Out);
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Delay(-animIn);
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ApplyDelay(-animIn);
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}
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protected override void UpdateCurrentState(ArmedState state)
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@ -77,7 +77,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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switch (state)
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{
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case ArmedState.Idle:
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Delay(FadeOutTime - sliderTick.StartTime);
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ApplyDelay(FadeOutTime - sliderTick.StartTime);
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this.FadeOut();
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break;
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case ArmedState.Miss:
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@ -192,13 +192,13 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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mainContainer.ScaleTo(0);
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mainContainer.ScaleTo(spinner.Scale * circle.DrawHeight / DrawHeight * 1.4f, TIME_PREEMPT - 150, EasingTypes.OutQuint);
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mainContainer.Delay(TIME_PREEMPT - 150);
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mainContainer.ApplyDelay(TIME_PREEMPT - 150);
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mainContainer.ScaleTo(1, 500, EasingTypes.OutQuint);
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}
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protected override void UpdateCurrentState(ArmedState state)
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{
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Delay(spinner.Duration, true);
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ApplyDelay(spinner.Duration, true);
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this.FadeOut(160);
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@ -129,7 +129,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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{
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background.Flush(false, nameof(Alpha));
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background.FadeTo(tracking_alpha + 0.2f, 60, EasingTypes.OutExpo);
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background.Delay(60);
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background.ApplyDelay(60);
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background.FadeTo(tracking_alpha, 250, EasingTypes.OutQuint);
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}
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