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Make ScrollingPlayfield store a list of SpeedAdjustments instead of a Container.
Because they're removed from the container when they're not alive, and any further adding methods fail.
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@ -168,7 +168,7 @@ namespace osu.Game.Rulesets.UI
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/// Hit objects that are to be re-processed on the next update.
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/// Hit objects that are to be re-processed on the next update.
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/// </summary>
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/// </summary>
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private readonly List<DrawableHitObject> queuedHitObjects = new List<DrawableHitObject>();
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private readonly List<DrawableHitObject> queuedHitObjects = new List<DrawableHitObject>();
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private readonly Container<SpeedAdjustmentContainer> speedAdjustments;
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private readonly List<SpeedAdjustmentContainer> speedAdjustments = new List<SpeedAdjustmentContainer>();
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private readonly Axes scrollingAxes;
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private readonly Axes scrollingAxes;
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@ -179,8 +179,6 @@ namespace osu.Game.Rulesets.UI
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public ScrollingHitObjectContainer(Axes scrollingAxes)
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public ScrollingHitObjectContainer(Axes scrollingAxes)
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{
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{
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this.scrollingAxes = scrollingAxes;
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this.scrollingAxes = scrollingAxes;
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AddInternal(speedAdjustments = new Container<SpeedAdjustmentContainer> { RelativeSizeAxes = Axes.Both });
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}
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}
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/// <summary>
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/// <summary>
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@ -193,6 +191,8 @@ namespace osu.Game.Rulesets.UI
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speedAdjustment.ScrollingAxes = scrollingAxes;
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speedAdjustment.ScrollingAxes = scrollingAxes;
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speedAdjustment.Reversed = Reversed;
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speedAdjustment.Reversed = Reversed;
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speedAdjustments.Add(speedAdjustment);
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speedAdjustments.Add(speedAdjustment);
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AddInternal(speedAdjustment);
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}
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}
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public override IEnumerable<DrawableHitObject> Objects => speedAdjustments.SelectMany(s => s.Children);
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public override IEnumerable<DrawableHitObject> Objects => speedAdjustments.SelectMany(s => s.Children);
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