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https://github.com/osukey/osukey.git
synced 2025-07-03 01:09:57 +09:00
Move expire to DrawableHitObject
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@ -86,6 +86,26 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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AccentColour.BindValueChanged(accent => ApproachCircle.Colour = accent.NewValue, true);
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}
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public override double LifetimeStart
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{
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get => base.LifetimeStart;
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set
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{
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base.LifetimeStart = value;
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ApproachCircle.LifetimeStart = value;
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}
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}
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public override double LifetimeEnd
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{
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get => base.LifetimeEnd;
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set
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{
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base.LifetimeEnd = value;
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ApproachCircle.LifetimeEnd = value;
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}
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}
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protected override void CheckForResult(bool userTriggered, double timeOffset)
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{
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Debug.Assert(HitObject.HitWindows != null);
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@ -132,22 +152,18 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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Expire(true);
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hitArea.HitAction = null;
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// override lifetime end as FadeIn may have been changed externally, causing out expiration to be too early.
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LifetimeEnd = HitObject.StartTime + HitObject.HitWindows.WindowFor(HitResult.Miss);
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break;
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case ArmedState.Miss:
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ApproachCircle.FadeOut(50);
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this.FadeOut(100);
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Expire();
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break;
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case ArmedState.Hit:
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ApproachCircle.FadeOut(50);
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// todo: temporary / arbitrary
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this.Delay(800).Expire();
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this.Delay(800).FadeOut();
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break;
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}
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}
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@ -41,6 +41,14 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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protected virtual void Shake(double maximumLength) => shakeContainer.Shake(maximumLength);
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protected override void LoadComplete()
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{
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base.LoadComplete();
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// Manually set to reduce the number of future alive objects to a bare minimum.
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LifetimeStart = HitObject.StartTime - HitObject.TimePreempt;
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}
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protected override JudgementResult CreateResult(Judgement judgement) => new OsuJudgementResult(HitObject, judgement);
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}
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}
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@ -219,10 +219,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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break;
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}
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this.FadeOut(fade_out_time, Easing.OutQuint).Expire();
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this.FadeOut(fade_out_time, Easing.OutQuint);
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}
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Expire(true);
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}
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public Drawable ProxiedLayer => HeadCircle.ApproachCircle;
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@ -219,10 +219,6 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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switch (state)
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{
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case ArmedState.Idle:
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Expire(true);
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break;
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case ArmedState.Hit:
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sequence.ScaleTo(Scale * 1.2f, 320, Easing.Out);
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break;
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@ -231,8 +227,6 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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sequence.ScaleTo(Scale * 0.8f, 320, Easing.In);
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break;
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}
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Expire();
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}
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}
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}
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