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Update animations for new/old miss style and add fades
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@ -47,18 +47,18 @@ namespace osu.Game.Rulesets.Judgements
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public virtual void PlayAnimation()
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public virtual void PlayAnimation()
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{
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{
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this.RotateTo(0);
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this.MoveTo(Vector2.Zero);
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switch (Result)
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switch (Result)
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{
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{
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case HitResult.Miss:
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case HitResult.Miss:
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this.ScaleTo(1.6f);
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this.ScaleTo(1.6f);
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this.ScaleTo(1, 100, Easing.In);
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this.ScaleTo(1, 100, Easing.In);
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this.MoveTo(Vector2.Zero);
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this.MoveToOffset(new Vector2(0, 100), 800, Easing.InQuint);
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this.MoveToOffset(new Vector2(0, 100), 800, Easing.InQuint);
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this.RotateTo(0);
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this.RotateTo(40, 800, Easing.InQuint);
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this.RotateTo(40, 800, Easing.InQuint);
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break;
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break;
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default:
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default:
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@ -66,6 +66,8 @@ namespace osu.Game.Rulesets.Judgements
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this.ScaleTo(1, 500, Easing.OutElastic);
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this.ScaleTo(1, 500, Easing.OutElastic);
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break;
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break;
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}
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}
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this.FadeOutFromOne(800);
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}
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}
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}
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}
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}
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}
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@ -5,6 +5,7 @@ using System;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Animations;
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using osu.Framework.Graphics.Animations;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Utils;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Scoring;
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using osuTK;
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using osuTK;
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@ -53,9 +54,14 @@ namespace osu.Game.Skinning
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animation?.GotoFrame(0);
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animation?.GotoFrame(0);
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this.RotateTo(0);
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const double fade_in_length = 120;
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this.MoveTo(Vector2.Zero);
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const double fade_out_delay = 500;
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const double fade_out_length = 600;
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this.FadeInFromZero(fade_in_length);
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this.Delay(fade_out_delay).FadeOut(fade_out_length);
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// new style non-miss judgements show the original style temporarily, with additive colour.
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if (temporaryOldStyle != null)
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if (temporaryOldStyle != null)
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{
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{
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temporaryOldStyle.PlayAnimation();
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temporaryOldStyle.PlayAnimation();
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@ -73,19 +79,23 @@ namespace osu.Game.Skinning
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switch (result)
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switch (result)
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{
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{
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case HitResult.Miss:
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case HitResult.Miss:
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mainPiece.ScaleTo(1.6f);
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this.ScaleTo(1.6f);
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mainPiece.ScaleTo(1, 100, Easing.In);
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this.ScaleTo(1, 100, Easing.In);
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mainPiece.MoveToOffset(new Vector2(0, 100), 800, Easing.InQuint);
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//todo: this only applies to osu! ruleset apparently.
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this.MoveTo(new Vector2(0, -2));
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this.MoveToOffset(new Vector2(0, 20), fade_out_delay + fade_out_length, Easing.In);
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mainPiece.RotateTo(40, 800, Easing.InQuint);
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float rotation = RNG.NextSingle(-8.6f, 8.6f);
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this.RotateTo(0);
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this.RotateTo(rotation, fade_in_length)
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.Then().RotateTo(rotation * 2, fade_out_delay + fade_out_length - fade_in_length, Easing.In);
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break;
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break;
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default:
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default:
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const double animation_length = 1100;
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mainPiece.ScaleTo(0.9f);
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mainPiece.ScaleTo(0.9f);
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mainPiece.ScaleTo(1.05f, animation_length);
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mainPiece.ScaleTo(1.05f, fade_out_delay + fade_out_length);
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break;
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break;
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}
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}
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}
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}
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@ -5,9 +5,9 @@ using System;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Animations;
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using osu.Framework.Graphics.Animations;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Utils;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Scoring;
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using osuTK;
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namespace osu.Game.Skinning
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namespace osu.Game.Skinning
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{
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{
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@ -34,8 +34,12 @@ namespace osu.Game.Skinning
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animation?.GotoFrame(0);
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animation?.GotoFrame(0);
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this.RotateTo(0);
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const double fade_in_length = 120;
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this.MoveTo(Vector2.Zero);
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const double fade_out_delay = 500;
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const double fade_out_length = 600;
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this.FadeInFromZero(fade_in_length);
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this.Delay(fade_out_delay).FadeOut(fade_out_length);
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// legacy judgements don't play any transforms if they are an animation.
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// legacy judgements don't play any transforms if they are an animation.
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if (animation?.FrameCount > 1)
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if (animation?.FrameCount > 1)
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@ -47,20 +51,21 @@ namespace osu.Game.Skinning
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this.ScaleTo(1.6f);
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this.ScaleTo(1.6f);
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this.ScaleTo(1, 100, Easing.In);
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this.ScaleTo(1, 100, Easing.In);
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this.MoveToOffset(new Vector2(0, 100), 800, Easing.InQuint);
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float rotation = RNG.NextSingle(-8.6f, 8.6f);
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this.RotateTo(40, 800, Easing.InQuint);
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this.RotateTo(0);
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this.RotateTo(rotation, fade_in_length)
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.Then().RotateTo(rotation * 2, fade_out_delay + fade_out_length - fade_in_length, Easing.In);
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break;
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break;
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default:
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default:
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const double animation_length = 120;
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this.ScaleTo(0.6f).Then()
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this.ScaleTo(0.6f).Then()
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.ScaleTo(1.1f, animation_length * 0.8f).Then()
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.ScaleTo(1.1f, fade_in_length * 0.8f).Then()
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// this is actually correct to match stable; there were overlapping transforms.
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// this is actually correct to match stable; there were overlapping transforms.
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.ScaleTo(0.9f).Delay(animation_length * 0.2f)
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.ScaleTo(0.9f).Delay(fade_in_length * 0.2f)
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.ScaleTo(1.1f).ScaleTo(0.9f, animation_length * 0.2f).Then()
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.ScaleTo(1.1f).ScaleTo(0.9f, fade_in_length * 0.2f).Then()
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.ScaleTo(0.95f).ScaleTo(finalScale, animation_length * 0.2f);
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.ScaleTo(0.95f).ScaleTo(finalScale, fade_in_length * 0.2f);
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break;
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break;
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}
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}
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}
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}
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@ -373,11 +373,11 @@ namespace osu.Game.Skinning
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case GameplaySkinComponent<HitResult> resultComponent:
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case GameplaySkinComponent<HitResult> resultComponent:
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Func<Drawable> createDrawable = () => getJudgementAnimation(resultComponent.Component);
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Func<Drawable> createDrawable = () => getJudgementAnimation(resultComponent.Component);
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// kind of wasteful that we throw this away, but should do for now.
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if (createDrawable() != null)
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if (createDrawable() != null)
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{
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{
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var particles = getParticleTexture(resultComponent.Component);
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if (Configuration.LegacyVersion > 1)
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if (particles != null)
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return new LegacyJudgementPieceNew(resultComponent.Component, createDrawable, getParticleDrawable(resultComponent.Component));
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return new LegacyJudgementPieceNew(resultComponent.Component, createDrawable, getParticleTexture(resultComponent.Component));
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else
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else
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return new LegacyJudgementPieceOld(resultComponent.Component, createDrawable);
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return new LegacyJudgementPieceOld(resultComponent.Component, createDrawable);
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}
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}
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@ -388,7 +388,7 @@ namespace osu.Game.Skinning
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return this.GetAnimation(component.LookupName, false, false);
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return this.GetAnimation(component.LookupName, false, false);
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}
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}
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private Drawable getParticleTexture(HitResult result)
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private Drawable getParticleDrawable(HitResult result)
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{
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{
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switch (result)
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switch (result)
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{
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{
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