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SImplify everything
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@ -60,55 +60,58 @@ namespace osu.Game.Rulesets.Osu.Mods
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d.FadeIn = fadeInDuration;
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d.FadeIn = fadeInDuration;
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using (drawable.BeginAbsoluteSequence(fadeInStartTime, true))
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switch (drawable)
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{
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{
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switch (drawable)
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case DrawableHitCircle circle:
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{
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// we don't want to see the approach circle
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case DrawableHitCircle circle:
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circle.ApproachCircle.Hide();
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// we don't want to see the approach circle
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circle.ApproachCircle.Hide();
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// prolong the hitcircle long enough so misses are still possible
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// prolong the hitcircle long enough so misses are still possible
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circle.LifetimeEnd = circle.HitObject.StartTime + Math.Max(fadeOutDuration, circle.HitObject.HitWindowFor(HitResult.Miss));
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circle.LifetimeEnd = circle.HitObject.StartTime + Math.Max(fadeOutDuration, circle.HitObject.HitWindowFor(HitResult.Miss));
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circle.FadeIn(fadeInDuration).Then().FadeOut(fadeOutDuration); // override fade in as it somehow gets cut otherwise
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break;
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// fade out immediately after fade in.
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case DrawableSlider slider:
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using (drawable.BeginAbsoluteSequence(fadeInStartTime + fadeInDuration, true))
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using (slider.BeginAbsoluteSequence(fadeOutStartTime, true))
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circle.FadeOut(fadeOutDuration);
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break;
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case DrawableSlider slider:
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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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// 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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{
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{
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slider.Body.FadeOut(longFadeDuration, Easing.Out);
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slider.Ball.FadeOut(fadeOutDuration);
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slider.Delay(fadeOutDuration).Expire();
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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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{
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slider.Ball.FadeOut(fadeOutDuration);
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slider.Delay(fadeOutDuration).Expire();
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}
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}
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}
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break;
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}
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case DrawableSpinner spinner:
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spinner.Disc.FadeOut();
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spinner.Ticks.FadeOut();
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spinner.Background.FadeOut();
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using (spinner.BeginAbsoluteSequence(fadeOutStartTime, true))
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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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spinner.Disc.Hide();
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spinner.Ticks.Hide();
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spinner.Background.Hide();
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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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// speed up the end sequence accordingly
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switch (state)
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{
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{
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var sequence = spinner.Delay(longFadeDuration).FadeOut(fadeOutDuration);
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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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// speed up the end sequence accordingly
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break;
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switch (state)
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case ArmedState.Miss:
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{
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spinner.ScaleTo(spinner.Scale * 0.8f, fadeOutDuration * 2, Easing.Out);
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case ArmedState.Hit:
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break;
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sequence.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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sequence.ScaleTo(spinner.Scale * 0.8f, fadeOutDuration * 2, Easing.Out);
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break;
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}
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sequence.Expire();
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}
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}
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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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}
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}
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}
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}
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}
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}
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