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https://github.com/ppy/osu
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Reduce nesting of skinned component to reduce exposed surface
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20bb64c627
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@ -108,7 +108,7 @@ namespace osu.Game.Rulesets.Osu.Tests
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private class TestDrawableOsuJudgement : DrawableOsuJudgement
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{
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public new SkinnableSprite Lighting => base.Lighting;
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public new Container JudgementBody => base.JudgementBody;
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public new SkinnableDrawable JudgementBody => base.JudgementBody;
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}
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}
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}
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@ -6,7 +6,6 @@ using System.Diagnostics;
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Pooling;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Scoring;
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@ -26,11 +25,9 @@ namespace osu.Game.Rulesets.Judgements
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public DrawableHitObject JudgedObject { get; private set; }
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protected Container JudgementBody { get; private set; }
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public override bool RemoveCompletedTransforms => false;
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private SkinnableDrawable skinnableJudgement;
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protected SkinnableDrawable JudgementBody { get; private set; }
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[Resolved]
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private ISkinSource skinSource { get; set; }
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@ -147,7 +144,7 @@ namespace osu.Game.Rulesets.Judgements
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using (BeginAbsoluteSequence(Result.TimeAbsolute, true))
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{
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// not sure if this should remain going forward.
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skinnableJudgement.ResetAnimation();
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JudgementBody.ResetAnimation();
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switch (Result.Type)
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{
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@ -163,7 +160,7 @@ namespace osu.Game.Rulesets.Judgements
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break;
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}
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if (skinnableJudgement.Drawable is IAnimatableJudgement animatable)
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if (JudgementBody.Drawable is IAnimatableJudgement animatable)
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{
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var drawableAnimation = (Drawable)animatable;
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@ -192,13 +189,11 @@ namespace osu.Game.Rulesets.Judgements
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if (JudgementBody != null)
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RemoveInternal(JudgementBody);
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AddInternal(JudgementBody = new Container
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AddInternal(JudgementBody = new SkinnableDrawable(new GameplaySkinComponent<HitResult>(type), _ =>
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CreateDefaultJudgement(type), confineMode: ConfineMode.NoScaling)
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Child = skinnableJudgement = new SkinnableDrawable(new GameplaySkinComponent<HitResult>(type), _ =>
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CreateDefaultJudgement(type), confineMode: ConfineMode.NoScaling)
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});
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currentDrawableType = type;
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