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https://github.com/osukey/osukey.git
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Set depths from playfield add methods instead of DrawableHitObject
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@ -45,6 +45,8 @@ namespace osu.Game.Rulesets.Catch.UI
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public override void Add(DrawableHitObject h)
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public override void Add(DrawableHitObject h)
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{
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{
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h.Depth = (float)h.HitObject.StartTime;
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base.Add(h);
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base.Add(h);
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var fruit = (DrawableFruit)h;
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var fruit = (DrawableFruit)h;
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@ -203,6 +203,8 @@ namespace osu.Game.Rulesets.Mania.UI
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/// <param name="hitObject">The DrawableHitObject to add.</param>
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/// <param name="hitObject">The DrawableHitObject to add.</param>
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public override void Add(DrawableHitObject hitObject)
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public override void Add(DrawableHitObject hitObject)
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{
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{
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hitObject.Depth = (float)hitObject.HitObject.StartTime;
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hitObject.AccentColour = AccentColour;
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hitObject.AccentColour = AccentColour;
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HitObjects.Add(hitObject);
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HitObjects.Add(hitObject);
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}
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}
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@ -65,7 +65,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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Scale = s.Scale,
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Scale = s.Scale,
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ComboColour = s.ComboColour,
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ComboColour = s.ComboColour,
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Samples = s.Samples,
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Samples = s.Samples,
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}) { Depth = 0 },
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})
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};
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};
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components.Add(body);
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components.Add(body);
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@ -70,6 +70,8 @@ namespace osu.Game.Rulesets.Osu.UI
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public override void Add(DrawableHitObject h)
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public override void Add(DrawableHitObject h)
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{
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{
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h.Depth = (float)h.HitObject.StartTime;
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var c = h as IDrawableHitObjectWithProxiedApproach;
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var c = h as IDrawableHitObjectWithProxiedApproach;
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if (c != null)
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if (c != null)
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approachCircles.Add(c.ProxiedLayer.CreateProxy());
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approachCircles.Add(c.ProxiedLayer.CreateProxy());
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@ -205,6 +205,8 @@ namespace osu.Game.Rulesets.Taiko.UI
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public override void Add(DrawableHitObject h)
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public override void Add(DrawableHitObject h)
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{
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{
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h.Depth = (float)h.HitObject.StartTime;
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base.Add(h);
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base.Add(h);
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var barline = h as DrawableBarLine;
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var barline = h as DrawableBarLine;
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@ -55,8 +55,6 @@ namespace osu.Game.Rulesets.Objects.Drawables
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: base(hitObject)
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: base(hitObject)
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{
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{
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HitObject = hitObject;
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HitObject = hitObject;
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Depth = (float)hitObject.StartTime;
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}
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}
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private ArmedState state;
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private ArmedState state;
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