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Move AccentColour changes local to rulesets which rely on it
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366b7fca65
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@ -8,6 +8,8 @@ using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Objects.Types;
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using OpenTK;
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using OpenTK;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Skinning;
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using OpenTK.Graphics;
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namespace osu.Game.Rulesets.Catch.Objects.Drawable
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namespace osu.Game.Rulesets.Catch.Objects.Drawable
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{
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{
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@ -57,6 +59,14 @@ namespace osu.Game.Rulesets.Catch.Objects.Drawable
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AddJudgement(new Judgement { Result = CheckPosition.Invoke(HitObject) ? HitResult.Perfect : HitResult.Miss });
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AddJudgement(new Judgement { Result = CheckPosition.Invoke(HitObject) ? HitResult.Perfect : HitResult.Miss });
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}
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}
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protected override void SkinChanged(ISkinSource skin, bool allowFallback)
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{
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base.SkinChanged(skin, allowFallback);
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if (HitObject is IHasComboInformation combo)
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AccentColour = skin.GetValue<SkinConfiguration, Color4>(s => s.ComboColours.Count > 0 ? s.ComboColours[combo.ComboIndex % s.ComboColours.Count] : (Color4?)null) ?? Color4.White;
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}
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private const float preempt = 1000;
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private const float preempt = 1000;
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protected override void UpdateState(ArmedState state)
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protected override void UpdateState(ArmedState state)
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@ -5,6 +5,9 @@ using System.ComponentModel;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics;
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using System.Linq;
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using System.Linq;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Skinning;
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using OpenTK.Graphics;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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{
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@ -34,6 +37,14 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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}
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}
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}
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}
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protected override void SkinChanged(ISkinSource skin, bool allowFallback)
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{
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base.SkinChanged(skin, allowFallback);
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if (HitObject is IHasComboInformation combo)
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AccentColour = skin.GetValue<SkinConfiguration, Color4>(s => s.ComboColours.Count > 0 ? s.ComboColours[combo.ComboIndex % s.ComboColours.Count] : (Color4?)null) ?? Color4.White;
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}
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protected virtual void UpdatePreemptState() => this.FadeIn(HitObject.TimeFadein);
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protected virtual void UpdatePreemptState() => this.FadeIn(HitObject.TimeFadein);
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protected virtual void UpdateCurrentState(ArmedState state)
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protected virtual void UpdateCurrentState(ArmedState state)
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@ -102,14 +102,6 @@ namespace osu.Game.Rulesets.Objects.Drawables
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}
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}
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}
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}
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protected override void SkinChanged(ISkinSource skin, bool allowFallback)
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{
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base.SkinChanged(skin, allowFallback);
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if (HitObject is IHasComboInformation combo)
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AccentColour = skin.GetValue<SkinConfiguration, Color4>(s => s.ComboColours?.Count > 0 ? s.ComboColours[combo.ComboIndex % s.ComboColours.Count] : (Color4?)null) ?? Color4.White;
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}
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protected override void LoadComplete()
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protected override void LoadComplete()
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{
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{
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base.LoadComplete();
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base.LoadComplete();
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