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https://github.com/ppy/osu
synced 2024-12-13 02:17:32 +00:00
Fix skin changes resulting in incorrectly applied transforms in MainCirclePiece
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2d1db6a22d
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@ -42,10 +42,13 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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private readonly IBindable<Color4> accentColour = new Bindable<Color4>();
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private readonly IBindable<int> indexInCurrentCombo = new Bindable<int>();
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[Resolved]
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private DrawableHitObject drawableObject { get; set; }
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[BackgroundDependencyLoader]
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private void load(DrawableHitObject drawableObject)
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private void load()
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{
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OsuHitObject osuObject = (OsuHitObject)drawableObject.HitObject;
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var osuObject = (OsuHitObject)drawableObject.HitObject;
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state.BindTo(drawableObject.State);
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state.BindValueChanged(updateState, true);
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@ -64,32 +67,35 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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private void updateState(ValueChangedEvent<ArmedState> state)
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{
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glow.FadeOut(400);
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switch (state.NewValue)
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using (BeginAbsoluteSequence(drawableObject.HitObject.StartTime + (drawableObject.Result?.TimeOffset ?? 0), true))
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{
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case ArmedState.Hit:
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const double flash_in = 40;
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const double flash_out = 100;
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glow.FadeOut(400);
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flash.FadeTo(0.8f, flash_in)
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.Then()
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.FadeOut(flash_out);
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switch (state.NewValue)
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{
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case ArmedState.Hit:
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const double flash_in = 40;
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const double flash_out = 100;
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explode.FadeIn(flash_in);
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this.ScaleTo(1.5f, 400, Easing.OutQuad);
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flash.FadeTo(0.8f, flash_in)
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.Then()
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.FadeOut(flash_out);
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using (BeginDelayedSequence(flash_in, true))
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{
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// after the flash, we can hide some elements that were behind it
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ring.FadeOut();
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circle.FadeOut();
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number.FadeOut();
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explode.FadeIn(flash_in);
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this.ScaleTo(1.5f, 400, Easing.OutQuad);
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this.FadeOut(800);
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}
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using (BeginDelayedSequence(flash_in, true))
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{
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// after the flash, we can hide some elements that were behind it
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ring.FadeOut();
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circle.FadeOut();
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number.FadeOut();
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break;
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this.FadeOut(800);
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}
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break;
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}
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}
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}
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}
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