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Reworking the Ouendan 2 Hidden code AGAIN
Not finished. Will be finished in a later commit.
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parent
7a92c7ab7e
commit
c9a2c6c031
@ -50,15 +50,15 @@ namespace osu.Game.Rulesets.Osu.Mods
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protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
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protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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{
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applyState(hitObject, true);
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applyHiddenState(hitObject, true, OnlyFadeApproachCircles.Value);
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}
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}
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protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state)
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protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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{
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applyState(hitObject, false);
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applyHiddenState(hitObject, false, OnlyFadeApproachCircles.Value);
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}
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}
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private void applyState(DrawableHitObject drawableObject, bool increaseVisibility)
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private void applyHiddenState(DrawableHitObject drawableObject, bool hideApproachCircle, bool hideCirclePiece)
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{
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{
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if (!(drawableObject is DrawableOsuHitObject drawableOsuObject))
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if (!(drawableObject is DrawableOsuHitObject drawableOsuObject))
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return;
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return;
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@ -67,8 +67,6 @@ namespace osu.Game.Rulesets.Osu.Mods
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(double fadeStartTime, double fadeDuration) = getFadeOutParameters(drawableOsuObject);
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(double fadeStartTime, double fadeDuration) = getFadeOutParameters(drawableOsuObject);
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if (!OnlyFadeApproachCircles.Value)
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{
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switch (drawableObject)
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switch (drawableObject)
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{
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{
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case DrawableSliderTail _:
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case DrawableSliderTail _:
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@ -87,7 +85,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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case DrawableHitCircle circle:
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case DrawableHitCircle circle:
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Drawable fadeTarget = circle;
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Drawable fadeTarget = circle;
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if (increaseVisibility)
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if (hideApproachCircle)
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{
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{
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// only fade the circle piece (not the approach circle) for the increased visibility object.
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// only fade the circle piece (not the approach circle) for the increased visibility object.
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fadeTarget = circle.CirclePiece;
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fadeTarget = circle.CirclePiece;
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@ -127,31 +125,6 @@ namespace osu.Game.Rulesets.Osu.Mods
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break;
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break;
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}
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}
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} else
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{
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switch(drawableObject)
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{
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case DrawableHitCircle circle:
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if (!increaseVisibility)
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{
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// we don't want to see the approach circle
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using (circle.BeginAbsoluteSequence(hitObject.StartTime - hitObject.TimePreempt))
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circle.ApproachCircle.Hide();
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}
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break;
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case DrawableSpinner spinner:
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// hide elements we don't care about.
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// todo: hide background
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spinner.Body.OnSkinChanged += () => hideSpinnerApproachCircle(spinner);
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hideSpinnerApproachCircle(spinner);
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break;
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default:
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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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private (double fadeStartTime, double fadeDuration) getFadeOutParameters(DrawableOsuHitObject drawableObject)
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private (double fadeStartTime, double fadeDuration) getFadeOutParameters(DrawableOsuHitObject drawableObject)
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