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https://github.com/ppy/osu
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Fix animations not being reset
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0f1f4b2b5c
commit
7f2e554ad4
@ -65,6 +65,8 @@ namespace osu.Game.Rulesets.Mania.Skinning
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public void Animate()
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{
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(explosion as IFramedAnimation)?.GotoFrame(0);
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explosion?.FadeInFromZero(80)
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.Then().FadeOut(120);
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}
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@ -17,6 +17,8 @@ namespace osu.Game.Rulesets.Mania.UI
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{
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public class DefaultHitExplosion : CompositeDrawable, IHitExplosion
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{
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private const float default_large_faint_size = 0.8f;
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public override bool RemoveWhenNotAlive => true;
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private readonly IBindable<ScrollingDirection> direction = new Bindable<ScrollingDirection>();
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@ -54,7 +56,7 @@ namespace osu.Game.Rulesets.Mania.UI
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RelativeSizeAxes = Axes.Both,
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Masking = true,
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// we want our size to be very small so the glow dominates it.
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Size = new Vector2(0.8f),
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Size = new Vector2(default_large_faint_size),
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Blending = BlendingParameters.Additive,
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EdgeEffect = new EdgeEffectParameters
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{
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@ -140,12 +142,17 @@ namespace osu.Game.Rulesets.Mania.UI
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public void Animate()
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{
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largeFaint
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.ResizeTo(largeFaint.Size * new Vector2(5, 1), PoolableHitExplosion.DURATION, Easing.OutQuint)
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.ResizeTo(default_large_faint_size)
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.Then()
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.ResizeTo(default_large_faint_size * new Vector2(5, 1), PoolableHitExplosion.DURATION, Easing.OutQuint)
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.FadeOut(PoolableHitExplosion.DURATION * 2);
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mainGlow1.ScaleTo(1.4f, PoolableHitExplosion.DURATION, Easing.OutQuint);
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mainGlow1
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.ScaleTo(1)
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.Then()
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.ScaleTo(1.4f, PoolableHitExplosion.DURATION, Easing.OutQuint);
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this.FadeOut(PoolableHitExplosion.DURATION, Easing.Out);
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this.FadeOutFromOne(PoolableHitExplosion.DURATION, Easing.Out);
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}
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}
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}
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