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Add remaining taiko hitobject skinnables and expose as SkinnableDrawable for safety
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@ -11,6 +11,7 @@ using System.Collections.Generic;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Primitives;
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using osu.Game.Rulesets.Objects;
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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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@ -115,7 +116,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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public new TObject HitObject;
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protected readonly Vector2 BaseSize;
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protected readonly CompositeDrawable MainPiece;
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protected readonly SkinnableDrawable MainPiece;
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private readonly Container<DrawableStrongNestedHit> strongHitContainer;
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@ -167,7 +168,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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// Normal and clap samples are handled by the drum
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protected override IEnumerable<HitSampleInfo> GetSamples() => HitObject.Samples.Where(s => s.Name != HitSampleInfo.HIT_NORMAL && s.Name != HitSampleInfo.HIT_CLAP);
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protected abstract CompositeDrawable CreateMainPiece();
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protected abstract SkinnableDrawable CreateMainPiece();
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/// <summary>
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/// Creates the handler for this <see cref="DrawableHitObject"/>'s <see cref="StrongHitObject"/>.
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