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Move "flash on hit only" logic to binding
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@ -107,13 +107,7 @@ namespace osu.Game.Screens.Play.HUD
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GlowColour = colours.BlueDarker;
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GlowColour = colours.BlueDarker;
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}
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}
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public override void Flash(JudgementResult result)
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public override void Flash(JudgementResult result) => Scheduler.AddOnce(flash);
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{
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if (!result.IsHit)
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return;
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Scheduler.AddOnce(flash);
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}
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private void flash()
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private void flash()
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{
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{
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@ -315,8 +315,14 @@ namespace osu.Game.Screens.Play
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AccuracyCounter?.Current.BindTo(processor.Accuracy);
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AccuracyCounter?.Current.BindTo(processor.Accuracy);
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ComboCounter?.Current.BindTo(processor.Combo);
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ComboCounter?.Current.BindTo(processor.Combo);
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if (HealthDisplay.Drawable is IHealthDisplay shd)
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if (HealthDisplay is IHealthDisplay shd)
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processor.NewJudgement += shd.Flash;
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{
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processor.NewJudgement += judgement =>
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{
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if (judgement.IsHit)
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shd.Flash(judgement);
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};
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}
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}
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}
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protected virtual void BindHealthProcessor(HealthProcessor processor)
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protected virtual void BindHealthProcessor(HealthProcessor processor)
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