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Refactor mascot to only contain state transitions
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@ -15,7 +15,6 @@ using osu.Game.Rulesets.Taiko.Objects.Drawables;
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using osu.Game.Rulesets.Taiko.Judgements;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Skinning;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Taiko.UI
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{
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@ -216,12 +215,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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if (mascotDrawable.Drawable is DrawableTaikoMascot mascot)
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{
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var miss = result.Type == HitResult.Miss;
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if (miss && judgedObject.HitObject is StrongHitObject)
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miss = result.Judgement.AffectsCombo;
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mascot.SetPlayfieldState(miss ? TaikoMascotAnimationState.Fail : TaikoMascotAnimationState.Idle);
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mascot.OnNewResult(result);
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}
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}
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