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Add limit to taiko hit elements
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@ -22,6 +22,8 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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{
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public partial class LegacyCirclePiece : CompositeDrawable, IHasAccentColour
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{
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private static readonly Vector2 circle_piece_size = new Vector2(128);
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private Drawable backgroundLayer = null!;
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private Drawable? foregroundLayer;
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@ -52,9 +54,9 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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string prefix = ((drawableHitObject.HitObject as TaikoStrongableHitObject)?.IsStrong ?? false) ? big_hit : normal_hit;
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return skin.GetAnimation($"{prefix}{lookup}", true, false) ??
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return skin.GetAnimation($"{prefix}{lookup}", true, false, maxSize: circle_piece_size) ??
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// fallback to regular size if "big" version doesn't exist.
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skin.GetAnimation($"{normal_hit}{lookup}", true, false);
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skin.GetAnimation($"{normal_hit}{lookup}", true, false, maxSize: circle_piece_size);
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}
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// backgroundLayer is guaranteed to exist due to the pre-check in TaikoLegacySkinTransformer.
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@ -96,7 +98,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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// Not all skins (including the default osu-stable) have similar sizes for "hitcircle" and "hitcircleoverlay".
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// This ensures they are scaled relative to each other but also match the expected DrawableHit size.
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foreach (var c in InternalChildren)
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c.Scale = new Vector2(DrawHeight / 128);
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c.Scale = new Vector2(DrawHeight / circle_piece_size.Y);
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if (foregroundLayer is IFramedAnimation animatableForegroundLayer)
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animateForegroundLayer(animatableForegroundLayer);
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