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Remove all generic judgements.
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@ -32,24 +32,12 @@ namespace osu.Game.Rulesets.Objects.Drawables
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public abstract class DrawableHitObject<TObject> : DrawableHitObject
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where TObject : HitObject
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{
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public new readonly TObject HitObject;
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protected DrawableHitObject(TObject hitObject)
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: base(hitObject)
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{
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HitObject = hitObject;
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}
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}
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public abstract class DrawableHitObject<TObject, TJudgement> : DrawableHitObject<TObject>
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where TObject : HitObject
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where TJudgement : Judgement
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{
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public event Action<DrawableHitObject, Judgement> OnJudgement;
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public override bool HandleInput => Interactive;
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public new readonly TObject HitObject;
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public override bool HandleInput => Interactive;
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public bool Interactive = true;
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/// <summary>
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@ -65,6 +53,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
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protected DrawableHitObject(TObject hitObject)
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: base(hitObject)
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{
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HitObject = hitObject;
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}
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private ArmedState state;
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@ -202,13 +191,13 @@ namespace osu.Game.Rulesets.Objects.Drawables
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}
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}
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private List<DrawableHitObject<TObject, TJudgement>> nestedHitObjects;
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protected IEnumerable<DrawableHitObject<TObject, TJudgement>> NestedHitObjects => nestedHitObjects;
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private List<DrawableHitObject<TObject>> nestedHitObjects;
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protected IEnumerable<DrawableHitObject<TObject>> NestedHitObjects => nestedHitObjects;
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protected virtual void AddNested(DrawableHitObject<TObject, TJudgement> h)
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protected virtual void AddNested(DrawableHitObject<TObject> h)
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{
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if (nestedHitObjects == null)
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nestedHitObjects = new List<DrawableHitObject<TObject, TJudgement>>();
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nestedHitObjects = new List<DrawableHitObject<TObject>>();
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h.OnJudgement += (d, j) => OnJudgement?.Invoke(d, j);
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nestedHitObjects.Add(h);
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