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https://github.com/osukey/osukey.git
synced 2025-08-05 07:33:55 +09:00
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:
@ -65,10 +65,10 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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base.LoadComplete();
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Delay(BarLine.StartTime - Time.Current);
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FadeOut(base_fadeout_time * BarLine.ScrollTime / 1000);
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this.FadeOut(base_fadeout_time * BarLine.ScrollTime / 1000);
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}
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private void updateScrollPosition(double time) => MoveToX((float)((BarLine.StartTime - time) / BarLine.ScrollTime));
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private void updateScrollPosition(double time) => this.MoveToX((float)((BarLine.StartTime - time) / BarLine.ScrollTime));
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protected override void Update()
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{
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@ -77,10 +77,10 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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Delay(HitObject.HitWindowMiss);
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break;
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case ArmedState.Miss:
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FadeOut(100);
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this.FadeOut(100);
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break;
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case ArmedState.Hit:
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FadeOut(600);
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this.FadeOut(600);
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var flash = circlePiece?.FlashBox;
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if (flash != null)
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@ -90,16 +90,16 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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}
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FadeOut(800);
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this.FadeOut(800);
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const float gravity_time = 300;
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const float gravity_travel_height = 200;
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Content.ScaleTo(0.8f, gravity_time * 2, EasingTypes.OutQuad);
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MoveToY(-gravity_travel_height, gravity_time, EasingTypes.Out);
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this.MoveToY(-gravity_travel_height, gravity_time, EasingTypes.Out);
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Delay(gravity_time, true);
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MoveToY(gravity_travel_height * 2, gravity_time * 2, EasingTypes.In);
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this.MoveToY(gravity_travel_height * 2, gravity_time * 2, EasingTypes.In);
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break;
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}
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@ -198,7 +198,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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break;
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}
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FadeOut(out_transition_time, EasingTypes.Out);
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this.FadeOut(out_transition_time, EasingTypes.Out);
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Expire();
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}
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@ -6,6 +6,7 @@ using osu.Game.Rulesets.Objects.Drawables;
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using osu.Framework.Allocation;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Judgements;
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using osu.Framework.Graphics;
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namespace osu.Game.Rulesets.Taiko.UI
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{
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@ -47,7 +48,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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switch (Judgement.Result)
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{
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case HitResult.Hit:
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MoveToY(-100, 500);
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this.MoveToY(-100, 500);
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break;
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}
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@ -62,8 +62,8 @@ namespace osu.Game.Rulesets.Taiko.UI
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{
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base.LoadComplete();
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ScaleTo(3f, 1000, EasingTypes.OutQuint);
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FadeOut(500);
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this.ScaleTo(3f, 1000, EasingTypes.OutQuint);
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this.FadeOut(500);
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Expire();
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}
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@ -73,7 +73,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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/// </summary>
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public void VisualiseSecondHit()
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{
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ResizeTo(new Vector2(TaikoPlayfield.HIT_TARGET_OFFSET + TaikoHitObject.DEFAULT_STRONG_CIRCLE_DIAMETER), 50);
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this.ResizeTo(new Vector2(TaikoPlayfield.HIT_TARGET_OFFSET + TaikoHitObject.DEFAULT_STRONG_CIRCLE_DIAMETER), 50);
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}
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}
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}
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@ -59,8 +59,8 @@ namespace osu.Game.Rulesets.Taiko.UI
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{
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base.LoadComplete();
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ScaleTo(new Vector2(1, 3f), 500, EasingTypes.OutQuint);
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FadeOut(250);
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this.ScaleTo(new Vector2(1, 3f), 500, EasingTypes.OutQuint);
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this.FadeOut(250);
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Expire();
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}
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