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Always update drawable hitobject state on skin change
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parent
096a007e68
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@ -163,9 +163,9 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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private float sliderPathRadius;
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protected override void SkinChanged(ISkinSource skin, bool allowFallback)
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protected override void ApplySkin(ISkinSource skin, bool allowFallback)
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{
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base.SkinChanged(skin, allowFallback);
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base.ApplySkin(skin, allowFallback);
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Body.BorderSize = skin.GetConfig<OsuSkinConfiguration, float>(OsuSkinConfiguration.SliderBorderSize)?.Value ?? SliderBody.DEFAULT_BORDER_SIZE;
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sliderPathRadius = skin.GetConfig<OsuSkinConfiguration, float>(OsuSkinConfiguration.SliderPathRadius)?.Value ?? OsuHitObject.OBJECT_RADIUS;
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@ -240,7 +240,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
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#endregion
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protected override void SkinChanged(ISkinSource skin, bool allowFallback)
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protected sealed override void SkinChanged(ISkinSource skin, bool allowFallback)
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{
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base.SkinChanged(skin, allowFallback);
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@ -250,6 +250,19 @@ namespace osu.Game.Rulesets.Objects.Drawables
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AccentColour.Value = comboColours?.Count > 0 ? comboColours[combo.ComboIndex % comboColours.Count] : Color4.White;
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}
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ApplySkin(skin, allowFallback);
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updateState(State.Value, true);
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}
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/// <summary>
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/// Called when a change is made to the skin.
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/// </summary>
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/// <param name="skin">The new skin.</param>
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/// <param name="allowFallback">Whether fallback to default skin should be allowed if the custom skin is missing this resource.</param>
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protected virtual void ApplySkin(ISkinSource skin, bool allowFallback)
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{
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}
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/// <summary>
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