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Add remaining taiko hitobject skinnables and expose as SkinnableDrawable for safety
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@ -14,6 +14,7 @@ using osu.Framework.Graphics.Shapes;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces;
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using osu.Game.Skinning;
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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@ -114,12 +115,13 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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targetRing.BorderColour = colours.YellowDark.Opacity(0.25f);
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}
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protected override CompositeDrawable CreateMainPiece() => new SwellCirclePiece
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{
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// to allow for rotation transform
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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};
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protected override SkinnableDrawable CreateMainPiece() => new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.Swell),
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_ => new SwellCirclePiece
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{
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// to allow for rotation transform
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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});
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protected override void LoadComplete()
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{
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@ -184,7 +186,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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.Then()
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.FadeTo(completion / 8, 2000, Easing.OutQuint);
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MainPiece.RotateTo((float)(completion * HitObject.Duration / 8), 4000, Easing.OutQuint);
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MainPiece.Drawable.RotateTo((float)(completion * HitObject.Duration / 8), 4000, Easing.OutQuint);
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expandingRing.ScaleTo(1f + Math.Min(target_ring_scale - 1f, (target_ring_scale - 1f) * completion * 1.3f), 260, Easing.OutQuint);
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