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https://github.com/osukey/osukey.git
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Update framework and fix compilation
Most issues were related to BeginLoopedSequence usage and lack of "this." in front of transform helpers.
This commit is contained in:
@ -119,12 +119,12 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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case ArmedState.Idle:
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using (BeginDelayedSequence(duration + TIME_PREEMPT))
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FadeOut(TIME_FADEOUT);
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this.FadeOut(TIME_FADEOUT);
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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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FadeOut(TIME_FADEOUT / 5);
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this.FadeOut(TIME_FADEOUT / 5);
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Expire();
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break;
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case ArmedState.Hit:
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@ -145,8 +145,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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circle.FadeOut();
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number.FadeOut();
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FadeOut(800);
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ScaleTo(Scale * 1.5f, 400, EasingTypes.OutQuad);
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this.FadeOut(800);
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this.ScaleTo(Scale * 1.5f, 400, EasingTypes.OutQuad);
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}
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Expire();
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@ -4,6 +4,7 @@
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using System.ComponentModel;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Judgements;
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using osu.Framework.Graphics;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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@ -44,7 +45,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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protected virtual void UpdatePreemptState()
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{
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FadeIn(TIME_FADEIN);
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this.FadeIn(TIME_FADEIN);
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}
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protected virtual void UpdateCurrentState(ArmedState state)
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@ -163,7 +163,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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body.FadeOut(160);
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ball.FadeOut(160);
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FadeOut(800);
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this.FadeOut(800);
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Expire();
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}
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@ -62,12 +62,12 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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var animIn = Math.Min(150, sliderTick.StartTime - FadeInTime);
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ScaleTo(0.5f);
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ScaleTo(1.2f, animIn);
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FadeIn(animIn);
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this.ScaleTo(0.5f);
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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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ScaleTo(1, 150, EasingTypes.Out);
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this.ScaleTo(1, 150, EasingTypes.Out);
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Delay(-animIn);
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}
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@ -78,15 +78,15 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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case ArmedState.Idle:
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Delay(FadeOutTime - sliderTick.StartTime);
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FadeOut();
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this.FadeOut();
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break;
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case ArmedState.Miss:
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FadeOut(160);
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FadeColour(Color4.Red, 80);
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this.FadeOut(160);
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this.FadeColour(Color4.Red, 80);
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break;
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case ArmedState.Hit:
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FadeOut(120, EasingTypes.OutQuint);
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ScaleTo(Scale * 1.5f, 120, EasingTypes.OutQuint);
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this.FadeOut(120, EasingTypes.OutQuint);
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this.ScaleTo(Scale * 1.5f, 120, EasingTypes.OutQuint);
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break;
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}
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}
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@ -200,16 +200,16 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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Delay(spinner.Duration, true);
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FadeOut(160);
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this.FadeOut(160);
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switch (state)
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{
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case ArmedState.Hit:
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ScaleTo(Scale * 1.2f, 320, EasingTypes.Out);
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this.ScaleTo(Scale * 1.2f, 320, EasingTypes.Out);
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Expire();
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break;
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case ArmedState.Miss:
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ScaleTo(Scale * 0.8f, 320, EasingTypes.In);
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this.ScaleTo(Scale * 0.8f, 320, EasingTypes.In);
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Expire();
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break;
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}
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@ -37,8 +37,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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protected override void LoadComplete()
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{
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base.LoadComplete();
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using (icon.BeginLoopedSequence())
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icon.RotateTo(360, 1000);
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icon.Spin(1000);
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}
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public void UpdateProgress(double progress, int repeat)
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@ -133,7 +133,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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background.FadeTo(tracking_alpha, 250, EasingTypes.OutQuint);
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}
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RotateTo(currentRotation / 2, validAndTracking ? 500 : 1500, EasingTypes.OutExpo);
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this.RotateTo(currentRotation / 2, validAndTracking ? 500 : 1500, EasingTypes.OutExpo);
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}
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}
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}
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