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Add limit to osu! hit circle elements
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@ -21,6 +21,8 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
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{
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public partial class LegacyMainCirclePiece : CompositeDrawable
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{
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private static readonly Vector2 circle_piece_size = new Vector2(OsuHitObject.OBJECT_RADIUS * 2);
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public override bool RemoveCompletedTransforms => false;
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/// <summary>
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@ -51,7 +53,7 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
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this.priorityLookupPrefix = priorityLookupPrefix;
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this.hasNumber = hasNumber;
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Size = new Vector2(OsuHitObject.OBJECT_RADIUS * 2);
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Size = circle_piece_size;
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}
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[BackgroundDependencyLoader]
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@ -68,7 +70,7 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
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// expected behaviour in this scenario is not showing the overlay, rather than using hitcircleoverlay.png.
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InternalChildren = new[]
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{
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CircleSprite = new LegacyKiaiFlashingDrawable(() => new Sprite { Texture = skin.GetTexture(circleName) })
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CircleSprite = new LegacyKiaiFlashingDrawable(() => new Sprite { Texture = skin.GetTextureWithMaxSize(circleName, circle_piece_size) })
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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@ -77,7 +79,7 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Child = OverlaySprite = new LegacyKiaiFlashingDrawable(() => skin.GetAnimation(@$"{circleName}overlay", true, true, frameLength: 1000 / 2d))
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Child = OverlaySprite = new LegacyKiaiFlashingDrawable(() => skin.GetAnimation(@$"{circleName}overlay", true, true, frameLength: 1000 / 2d, maxSize: circle_piece_size))
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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