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https://github.com/ppy/osu
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Add hitting layer to fix hit lighting not being applied to tail piece
Taken from https://github.com/ppy/osu/pull/22820#issuecomment-1462626898.
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@ -17,7 +17,7 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
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{
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protected override ManiaSkinComponents Component => ManiaSkinComponents.HoldNoteTail;
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protected DrawableHoldNote HoldNote => (DrawableHoldNote)ParentHitObject;
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protected internal DrawableHoldNote HoldNote => (DrawableHoldNote)ParentHitObject;
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public DrawableHoldNoteTail()
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: this(null)
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@ -20,10 +20,9 @@ namespace osu.Game.Rulesets.Mania.Skinning.Argon
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public partial class ArgonHoldBodyPiece : CompositeDrawable, IHoldNoteBody
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{
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protected readonly Bindable<Color4> AccentColour = new Bindable<Color4>();
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protected readonly IBindable<bool> IsHitting = new Bindable<bool>();
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private Drawable background = null!;
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private Box foreground = null!;
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private ArgonHoldNoteHittingLayer hittingLayer = null!;
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public ArgonHoldBodyPiece()
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{
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@ -40,12 +39,7 @@ namespace osu.Game.Rulesets.Mania.Skinning.Argon
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InternalChildren = new[]
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{
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background = new Box { RelativeSizeAxes = Axes.Both },
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foreground = new Box
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{
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RelativeSizeAxes = Axes.Both,
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Blending = BlendingParameters.Additive,
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Alpha = 0,
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},
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hittingLayer = new ArgonHoldNoteHittingLayer()
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};
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if (drawableObject != null)
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@ -53,44 +47,19 @@ namespace osu.Game.Rulesets.Mania.Skinning.Argon
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var holdNote = (DrawableHoldNote)drawableObject;
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AccentColour.BindTo(holdNote.AccentColour);
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IsHitting.BindTo(holdNote.IsHitting);
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hittingLayer.AccentColour.BindTo(holdNote.AccentColour);
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((IBindable<bool>)hittingLayer.IsHitting).BindTo(holdNote.IsHitting);
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}
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AccentColour.BindValueChanged(colour =>
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{
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background.Colour = colour.NewValue.Darken(0.6f);
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foreground.Colour = colour.NewValue.Opacity(0.2f);
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}, true);
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IsHitting.BindValueChanged(hitting =>
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{
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const float animation_length = 50;
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foreground.ClearTransforms();
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if (hitting.NewValue)
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{
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// wait for the next sync point
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double synchronisedOffset = animation_length * 2 - Time.Current % (animation_length * 2);
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using (foreground.BeginDelayedSequence(synchronisedOffset))
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{
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foreground.FadeTo(1, animation_length).Then()
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.FadeTo(0.5f, animation_length)
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.Loop();
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}
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}
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else
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{
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foreground.FadeOut(animation_length);
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}
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});
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}
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public void Recycle()
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{
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foreground.ClearTransforms();
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foreground.Alpha = 0;
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hittingLayer.Recycle();
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}
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}
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}
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@ -0,0 +1,64 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osuTK.Graphics;
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using Box = osu.Framework.Graphics.Shapes.Box;
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namespace osu.Game.Rulesets.Mania.Skinning.Argon
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{
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public partial class ArgonHoldNoteHittingLayer : Box
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{
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public readonly Bindable<Color4> AccentColour = new Bindable<Color4>();
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public readonly Bindable<bool> IsHitting = new Bindable<bool>();
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public ArgonHoldNoteHittingLayer()
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{
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RelativeSizeAxes = Axes.Both;
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Blending = BlendingParameters.Additive;
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Alpha = 0;
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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AccentColour.BindValueChanged(colour =>
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{
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Colour = colour.NewValue.Opacity(0.2f);
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}, true);
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IsHitting.BindValueChanged(hitting =>
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{
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const float animation_length = 50;
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ClearTransforms();
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if (hitting.NewValue)
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{
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// wait for the next sync point
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double synchronisedOffset = animation_length * 2 - Time.Current % (animation_length * 2);
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using (BeginDelayedSequence(synchronisedOffset))
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{
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this.FadeTo(1, animation_length).Then()
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.FadeTo(0.5f, animation_length)
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.Loop();
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}
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}
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else
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{
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this.FadeOut(animation_length);
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}
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});
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}
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public void Recycle()
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{
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ClearTransforms();
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Alpha = 0;
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}
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}
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}
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@ -8,6 +8,7 @@ using osu.Framework.Graphics;
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using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Game.Rulesets.Mania.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.UI.Scrolling;
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using osuTK;
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@ -17,10 +18,14 @@ namespace osu.Game.Rulesets.Mania.Skinning.Argon
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{
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internal partial class ArgonHoldNoteTailPiece : CompositeDrawable
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{
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[Resolved]
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private DrawableHitObject? drawableObject { get; set; }
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private readonly IBindable<ScrollingDirection> direction = new Bindable<ScrollingDirection>();
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private readonly IBindable<Color4> accentColour = new Bindable<Color4>();
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private readonly Box foreground;
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private readonly ArgonHoldNoteHittingLayer hittingLayer;
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private readonly Box foregroundAdditive;
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public ArgonHoldNoteTailPiece()
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@ -59,6 +64,7 @@ namespace osu.Game.Rulesets.Mania.Skinning.Argon
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{
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RelativeSizeAxes = Axes.Both,
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},
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hittingLayer = new ArgonHoldNoteHittingLayer(),
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foregroundAdditive = new Box
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{
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RelativeSizeAxes = Axes.Both,
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@ -73,7 +79,7 @@ namespace osu.Game.Rulesets.Mania.Skinning.Argon
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}
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[BackgroundDependencyLoader(true)]
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private void load(IScrollingInfo scrollingInfo, DrawableHitObject? drawableObject)
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private void load(IScrollingInfo scrollingInfo)
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{
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direction.BindTo(scrollingInfo.Direction);
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direction.BindValueChanged(onDirectionChanged, true);
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@ -82,9 +88,24 @@ namespace osu.Game.Rulesets.Mania.Skinning.Argon
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{
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accentColour.BindTo(drawableObject.AccentColour);
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accentColour.BindValueChanged(onAccentChanged, true);
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drawableObject.HitObjectApplied += hitObjectApplied;
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}
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}
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private void hitObjectApplied(DrawableHitObject drawableHitObject)
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{
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var holdNoteTail = (DrawableHoldNoteTail)drawableHitObject;
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hittingLayer.Recycle();
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hittingLayer.AccentColour.UnbindBindings();
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hittingLayer.AccentColour.BindTo(holdNoteTail.HoldNote.AccentColour);
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hittingLayer.IsHitting.UnbindBindings();
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((IBindable<bool>)hittingLayer.IsHitting).BindTo(holdNoteTail.HoldNote.IsHitting);
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}
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private void onDirectionChanged(ValueChangedEvent<ScrollingDirection> direction)
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{
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Scale = new Vector2(1, direction.NewValue == ScrollingDirection.Up ? -1 : 1);
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@ -99,5 +120,13 @@ namespace osu.Game.Rulesets.Mania.Skinning.Argon
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accent.NewValue.Opacity(0)
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);
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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if (drawableObject != null)
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drawableObject.HitObjectApplied -= hitObjectApplied;
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}
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}
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}
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