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https://github.com/ppy/osu
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Don't delay caught fruit loading
It is not needed anymore because some code in DCHO is moved from `load` to constructor.
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@ -1,7 +1,6 @@
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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 System;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Beatmaps;
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@ -28,8 +27,6 @@ namespace osu.Game.Rulesets.Catch.UI
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set => MovableCatcher.ExplodingFruitTarget = value;
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}
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private DrawableCatchHitObject lastPlateableFruit;
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public CatcherArea(BeatmapDifficulty difficulty = null)
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{
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Size = new Vector2(CatchPlayfield.WIDTH, CATCHER_SIZE);
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@ -53,19 +50,6 @@ namespace osu.Game.Rulesets.Catch.UI
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if (!result.Type.IsScorable())
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return;
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void runAfterLoaded(Action action)
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{
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if (lastPlateableFruit == null)
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return;
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// this is required to make this run after the last caught fruit runs updateState() at least once.
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// TODO: find a better alternative
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if (lastPlateableFruit.IsLoaded)
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action();
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else
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lastPlateableFruit.OnLoadComplete += _ => action();
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}
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if (result.IsHit && hitObject is DrawablePalpableCatchHitObject fruit)
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{
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// create a new (cloned) fruit to stay on the plate. the original is faded out immediately.
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@ -84,16 +68,15 @@ namespace osu.Game.Rulesets.Catch.UI
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caughtFruit.LifetimeEnd = double.MaxValue;
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MovableCatcher.PlaceOnPlate(caughtFruit);
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lastPlateableFruit = caughtFruit;
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if (!fruit.StaysOnPlate)
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runAfterLoaded(() => MovableCatcher.Explode(caughtFruit));
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MovableCatcher.Explode(caughtFruit);
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}
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if (hitObject.HitObject.LastInCombo)
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{
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if (result.Judgement is CatchJudgement catchJudgement && catchJudgement.ShouldExplodeFor(result))
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runAfterLoaded(() => MovableCatcher.Explode());
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MovableCatcher.Explode();
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else
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MovableCatcher.Drop();
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}
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