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https://github.com/ppy/osu
synced 2024-12-14 19:06:07 +00:00
Fix argon swells incorrectly flashing on every hit
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parent
55765c80c6
commit
233d45e185
@ -9,6 +9,7 @@ using osu.Framework.Graphics.Shapes;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Graphics.Containers;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Taiko.Objects;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Taiko.Skinning.Argon
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@ -81,12 +82,15 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Argon
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updateStateTransforms(drawableHitObject, drawableHitObject.State.Value);
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}
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private void updateStateTransforms(DrawableHitObject drawableHitObject, ArmedState state)
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private void updateStateTransforms(DrawableHitObject h, ArmedState state)
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{
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if (h.HitObject is not Hit)
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return;
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switch (state)
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{
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case ArmedState.Hit:
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using (BeginAbsoluteSequence(drawableHitObject.HitStateUpdateTime))
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using (BeginAbsoluteSequence(h.HitStateUpdateTime))
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{
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flash.FadeTo(0.9f).FadeOut(500, Easing.OutQuint);
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}
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@ -153,12 +153,15 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Default
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updateStateTransforms(drawableHitObject, drawableHitObject.State.Value);
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}
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private void updateStateTransforms(DrawableHitObject drawableHitObject, ArmedState state)
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private void updateStateTransforms(DrawableHitObject h, ArmedState state)
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{
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if (h.HitObject is not Hit)
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return;
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switch (state)
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{
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case ArmedState.Hit:
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using (BeginAbsoluteSequence(drawableHitObject.HitStateUpdateTime))
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using (BeginAbsoluteSequence(h.HitStateUpdateTime))
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flashBox.FadeTo(0.9f).FadeOut(300);
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break;
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}
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