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Introduce SampleInfoList as List<SampleInfo> to reduce generic nesting. Fix CI warnings.
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@ -123,7 +123,7 @@ namespace osu.Game.Rulesets.Objects.Legacy
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}
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// Generate the final per-node samples
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var nodeSamples = new List<List<SampleInfo>>(nodes);
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var nodeSamples = new List<SampleInfoList>(nodes);
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for (int i = 0; i <= repeatCount; i++)
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nodeSamples.Add(convertSoundType(nodeSoundTypes[i], nodeBankInfos[i]));
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@ -204,7 +204,7 @@ namespace osu.Game.Rulesets.Objects.Legacy
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/// <param name="repeatCount">The slider repeat count.</param>
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/// <param name="repeatSamples">The samples to be played when the repeat nodes are hit. This includes the head and tail of the slider.</param>
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/// <returns>The hit object.</returns>
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protected abstract HitObject CreateSlider(Vector2 position, bool newCombo, List<Vector2> controlPoints, double length, CurveType curveType, int repeatCount, List<List<SampleInfo>> repeatSamples);
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protected abstract HitObject CreateSlider(Vector2 position, bool newCombo, List<Vector2> controlPoints, double length, CurveType curveType, int repeatCount, List<SampleInfoList> repeatSamples);
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/// <summary>
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/// Creates a legacy Spinner-type hit object.
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@ -214,9 +214,9 @@ namespace osu.Game.Rulesets.Objects.Legacy
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/// <returns>The hit object.</returns>
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protected abstract HitObject CreateSpinner(Vector2 position, double endTime);
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private List<SampleInfo> convertSoundType(LegacySoundType type, SampleBankInfo bankInfo)
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private SampleInfoList convertSoundType(LegacySoundType type, SampleBankInfo bankInfo)
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{
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var soundTypes = new List<SampleInfo>
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var soundTypes = new SampleInfoList
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{
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new SampleInfo
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{
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