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Merge branch 'master' into hitobject-constructor-safety
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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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@ -88,25 +87,27 @@ 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(FadeInDuration * 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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// 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.HitWindowFor(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(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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