Move taiko additive blending locally to avoid applying to legacy skins

This commit is contained in:
Dean Herbert 2020-04-30 09:41:56 +09:00
parent c3ef1d3170
commit 783dc58ef0
3 changed files with 4 additions and 3 deletions

View File

@ -16,6 +16,8 @@ public LegacyHitExplosion(Drawable sprite)
Origin = Anchor.Centre;
AutoSizeAxes = Axes.Both;
Blending = BlendingParameters.Additive;
}
protected override void LoadComplete()

View File

@ -31,6 +31,8 @@ public KiaiHitExplosion(DrawableHitObject judgedObject, HitType type)
RelativeSizeAxes = Axes.Both;
Size = new Vector2(TaikoHitObject.DEFAULT_SIZE, 1);
Blending = BlendingParameters.Additive;
Masking = true;
Alpha = 0.25f;

View File

@ -68,7 +68,6 @@ private void load(OsuColour colours)
hitExplosionContainer = new Container<HitExplosion>
{
RelativeSizeAxes = Axes.Both,
Blending = BlendingParameters.Additive,
},
HitTarget = new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.HitTarget), _ => new TaikoHitTarget())
{
@ -100,13 +99,11 @@ private void load(OsuColour colours)
Name = "Kiai hit explosions",
RelativeSizeAxes = Axes.Both,
FillMode = FillMode.Fit,
Blending = BlendingParameters.Additive
},
judgementContainer = new JudgementContainer<DrawableTaikoJudgement>
{
Name = "Judgements",
RelativeSizeAxes = Axes.Y,
Blending = BlendingParameters.Additive
},
}
},