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Use AccentColour everywhere in drawable osu! hit objects.
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@ -13,8 +13,6 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
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{
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public class DrawableHitCircle : DrawableOsuHitObject, IDrawableHitObjectWithProxiedApproach
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{
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private readonly OsuHitObject osuObject;
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public ApproachCircle ApproachCircle;
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private readonly CirclePiece circle;
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private readonly RingPiece ring;
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@ -27,20 +25,18 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
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{
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Origin = Anchor.Centre;
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osuObject = h;
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Position = osuObject.StackedPosition;
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Scale = new Vector2(osuObject.Scale);
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Position = HitObject.StackedPosition;
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Scale = new Vector2(HitObject.Scale);
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Children = new Drawable[]
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{
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glow = new GlowPiece
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{
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Colour = osuObject.ComboColour
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Colour = AccentColour
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},
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circle = new CirclePiece
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{
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Colour = osuObject.ComboColour,
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Colour = AccentColour,
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Hit = () =>
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{
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if (Judgement.Result.HasValue) return false;
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@ -58,11 +54,11 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
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flash = new FlashPiece(),
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explode = new ExplodePiece
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{
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Colour = osuObject.ComboColour,
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Colour = AccentColour,
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},
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ApproachCircle = new ApproachCircle
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{
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Colour = osuObject.ComboColour,
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Colour = AccentColour,
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}
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};
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@ -115,8 +111,8 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
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ApproachCircle.FadeOut();
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double endTime = (osuObject as IHasEndTime)?.EndTime ?? osuObject.StartTime;
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double duration = endTime - osuObject.StartTime;
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double endTime = (HitObject as IHasEndTime)?.EndTime ?? HitObject.StartTime;
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double duration = endTime - HitObject.StartTime;
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glow.Delay(duration);
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glow.FadeOut(400);
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