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Merge pull request #1865 from Aergwyn/improve-hidden
Minor standard hidden improvements
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commit
bf98c16595
@ -70,14 +70,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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break;
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break;
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case DrawableSlider slider:
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case DrawableSlider slider:
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using (slider.BeginAbsoluteSequence(fadeOutStartTime, true))
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using (slider.BeginAbsoluteSequence(fadeOutStartTime, true))
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{
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slider.Body.FadeOut(longFadeDuration, Easing.Out);
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slider.Body.FadeOut(longFadeDuration, Easing.Out);
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// delay a bit less to let the sliderball fade out peacefully instead of having a hard cut
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using (slider.BeginDelayedSequence(longFadeDuration - fadeOutDuration, true))
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slider.Ball.FadeOut(fadeOutDuration);
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}
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break;
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break;
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case DrawableSpinner spinner:
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case DrawableSpinner spinner:
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// hide elements we don't care about.
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// hide elements we don't care about.
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@ -86,23 +79,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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spinner.Background.Hide();
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spinner.Background.Hide();
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using (spinner.BeginAbsoluteSequence(fadeOutStartTime + longFadeDuration, true))
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using (spinner.BeginAbsoluteSequence(fadeOutStartTime + longFadeDuration, true))
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{
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spinner.FadeOut(fadeOutDuration);
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spinner.FadeOut(fadeOutDuration);
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// speed up the end sequence accordingly
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switch (state)
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{
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case ArmedState.Hit:
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spinner.ScaleTo(spinner.Scale * 1.2f, fadeOutDuration * 2, Easing.Out);
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break;
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case ArmedState.Miss:
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spinner.ScaleTo(spinner.Scale * 0.8f, fadeOutDuration * 2, Easing.In);
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break;
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}
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spinner.Expire();
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}
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break;
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break;
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}
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}
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}
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}
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