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Make HitExplosion circular again, keep it masked to the stage.
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56fe97a147
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@ -16,7 +16,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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/// <summary>
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/// A circle explodes from the hit target to indicate a hitobject has been hit.
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/// </summary>
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internal class HitExplosion : Container
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internal class HitExplosion : CircularContainer
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{
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public readonly TaikoJudgement Judgement;
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@ -30,11 +30,10 @@ namespace osu.Game.Rulesets.Taiko.UI
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Judgement = judgement;
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RelativeSizeAxes = Axes.Y;
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Width = TaikoPlayfield.HIT_TARGET_OFFSET + TaikoHitObject.DEFAULT_CIRCLE_DIAMETER;
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Anchor = Anchor.Centre;
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Origin = Anchor.Centre;
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Anchor = Anchor.CentreLeft;
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Origin = Anchor.CentreLeft;
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Size = new Vector2(TaikoPlayfield.HIT_TARGET_OFFSET + TaikoHitObject.DEFAULT_CIRCLE_DIAMETER);
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RelativePositionAxes = Axes.Both;
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@ -63,7 +62,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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{
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base.LoadComplete();
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ScaleTo(new Vector2(2f, 1), 1000, EasingTypes.OutQuint);
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ScaleTo(3f, 1000, EasingTypes.OutQuint);
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FadeOut(500);
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Expire();
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@ -74,7 +73,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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/// </summary>
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public void VisualiseSecondHit()
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{
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ResizeTo(new Vector2(TaikoPlayfield.HIT_TARGET_OFFSET + TaikoHitObject.DEFAULT_STRONG_CIRCLE_DIAMETER, 1), 50);
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ResizeTo(new Vector2(TaikoPlayfield.HIT_TARGET_OFFSET + TaikoHitObject.DEFAULT_STRONG_CIRCLE_DIAMETER), 50);
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}
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}
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}
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@ -90,11 +90,6 @@ namespace osu.Game.Rulesets.Taiko.UI
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Margin = new MarginPadding { Left = left_area_size },
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Children = new Drawable[]
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{
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hitExplosionContainer = new Container<HitExplosion>
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{
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RelativeSizeAxes = Axes.Y,
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BlendingMode = BlendingMode.Additive
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},
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new Container
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{
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Name = "Masked elements",
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@ -103,6 +98,11 @@ namespace osu.Game.Rulesets.Taiko.UI
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Masking = true,
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Children = new Drawable[]
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{
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hitExplosionContainer = new Container<HitExplosion>
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{
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RelativeSizeAxes = Axes.Y,
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BlendingMode = BlendingMode.Additive,
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},
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barLineContainer = new Container<DrawableBarLine>
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{
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RelativeSizeAxes = Axes.Both,
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