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Add legacy judgement implementation which doesn't transform on animations
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@ -371,20 +371,9 @@ namespace osu.Game.Skinning
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}
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case GameplaySkinComponent<HitResult> resultComponent:
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switch (resultComponent.Component)
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{
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case HitResult.Miss:
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return this.GetAnimation("hit0", true, false);
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case HitResult.Meh:
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return this.GetAnimation("hit50", true, false);
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case HitResult.Ok:
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return this.GetAnimation("hit100", true, false);
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case HitResult.Great:
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return this.GetAnimation("hit300", true, false);
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}
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var drawable = getJudgementAnimation(resultComponent.Component);
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if (drawable != null)
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return new LegacyJudgementPiece(resultComponent.Component, drawable);
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break;
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}
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@ -392,6 +381,26 @@ namespace osu.Game.Skinning
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return this.GetAnimation(component.LookupName, false, false);
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}
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private Drawable getJudgementAnimation(HitResult result)
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{
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switch (result)
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{
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case HitResult.Miss:
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return this.GetAnimation("hit0", true, false);
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case HitResult.Meh:
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return this.GetAnimation("hit50", true, false);
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case HitResult.Ok:
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return this.GetAnimation("hit100", true, false);
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case HitResult.Great:
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return this.GetAnimation("hit300", true, false);
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}
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return null;
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}
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public override Texture GetTexture(string componentName, WrapMode wrapModeS, WrapMode wrapModeT)
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{
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foreach (var name in getFallbackNames(componentName))
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