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Rename I{-> Animatable}HitExplosion
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@ -11,7 +11,7 @@ using osu.Game.Rulesets.Taiko.UI;
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namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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{
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public class LegacyHitExplosion : CompositeDrawable, IHitExplosion
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public class LegacyHitExplosion : CompositeDrawable, IAnimatableHitExplosion
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{
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public override bool RemoveWhenNotAlive => false;
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@ -14,7 +14,7 @@ using osuTK.Graphics;
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namespace osu.Game.Rulesets.Taiko.UI
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{
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internal class DefaultHitExplosion : CircularContainer, IHitExplosion
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internal class DefaultHitExplosion : CircularContainer, IAnimatableHitExplosion
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{
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public override bool RemoveWhenNotAlive => false;
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@ -89,7 +89,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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LifetimeStart = resultTime;
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using (BeginAbsoluteSequence(resultTime))
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(skinnable.Drawable as IHitExplosion)?.Animate(JudgedObject);
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(skinnable.Drawable as IAnimatableHitExplosion)?.Animate(JudgedObject);
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LifetimeEnd = skinnable.Drawable.LatestTransformEndTime;
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}
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@ -116,7 +116,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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using (BeginAbsoluteSequence(judgementResult.TimeAbsolute))
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{
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this.ResizeTo(new Vector2(TaikoStrongableHitObject.DEFAULT_STRONG_SIZE), 50);
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(skinnable.Drawable as IHitExplosion)?.AnimateSecondHit();
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(skinnable.Drawable as IAnimatableHitExplosion)?.AnimateSecondHit();
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}
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}
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}
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@ -6,9 +6,9 @@ using osu.Game.Rulesets.Objects.Drawables;
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namespace osu.Game.Rulesets.Taiko.UI
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{
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/// <summary>
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/// Interface for hit explosions shown on the playfield's hit target in taiko.
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/// A skinnable element of a hit explosion that supports playing an animation from the current point in time.
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/// </summary>
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public interface IHitExplosion
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public interface IAnimatableHitExplosion
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{
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/// <summary>
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/// Shows the hit explosion for the supplied <paramref name="drawableHitObject"/>.
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