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Update existing implementations
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@ -253,29 +253,31 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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base.PlaySamples();
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}
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protected override void UpdateStateTransforms(ArmedState state)
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protected override void UpdateStartTimeStateTransforms()
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{
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base.UpdateStateTransforms(state);
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base.UpdateStartTimeStateTransforms();
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Ball.FadeIn();
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Ball.ScaleTo(HitObject.Scale);
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}
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using (BeginDelayedSequence(slider.Duration, true))
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protected override void UpdateHitStateTransforms(ArmedState state)
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{
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base.UpdateHitStateTransforms(state);
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const float fade_out_time = 450;
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// intentionally pile on an extra FadeOut to make it happen much faster.
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Ball.FadeOut(fade_out_time / 4, Easing.Out);
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switch (state)
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{
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const float fade_out_time = 450;
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// intentionally pile on an extra FadeOut to make it happen much faster.
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Ball.FadeOut(fade_out_time / 4, Easing.Out);
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switch (state)
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{
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case ArmedState.Hit:
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Ball.ScaleTo(HitObject.Scale * 1.4f, fade_out_time, Easing.Out);
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break;
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}
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this.FadeOut(fade_out_time, Easing.OutQuint);
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case ArmedState.Hit:
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Ball.ScaleTo(HitObject.Scale * 1.4f, fade_out_time, Easing.Out);
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break;
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}
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this.FadeOut(fade_out_time, Easing.OutQuint);
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}
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public Drawable ProxiedLayer => HeadCircle.ProxiedLayer;
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