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Reduce pollution in DrawableHitObject in favor of a loosely-coupled IScrollingHitObject.
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@ -18,22 +18,6 @@ namespace osu.Game.Rulesets.Objects.Drawables
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{
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public abstract class DrawableHitObject : Container
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{
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private readonly BindableDouble lifetimeOffset = new BindableDouble();
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/// <summary>
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/// Time offset before the hit object start time at which this <see cref="DrawableHitObject"/> becomes visible and the time offset
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/// after the hit object's end time after which it expires.
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///
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/// <para>
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/// This provides only a default life time range, however classes inheriting from <see cref="DrawableHitObject"/> should expire their state through
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/// <see cref="DrawableHitObject{TObject, TJudgement}.UpdateState(ArmedState)"/> if more tight control over the life time is desired.
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/// </para>
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/// </summary>
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public BindableDouble LifetimeOffset
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{
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get { return lifetimeOffset; }
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set { lifetimeOffset.BindTo(value); }
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}
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public readonly HitObject HitObject;
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/// <summary>
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@ -45,22 +29,6 @@ namespace osu.Game.Rulesets.Objects.Drawables
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{
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HitObject = hitObject;
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}
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public override double LifetimeStart
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{
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get { return Math.Min(HitObject.StartTime - lifetimeOffset, base.LifetimeStart); }
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set { base.LifetimeStart = value; }
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}
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public override double LifetimeEnd
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{
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get
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{
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var endTime = (HitObject as IHasEndTime)?.EndTime ?? HitObject.StartTime;
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return Math.Max(endTime + LifetimeOffset, base.LifetimeEnd);
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}
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set { base.LifetimeEnd = value; }
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}
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}
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public abstract class DrawableHitObject<TObject> : DrawableHitObject
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@ -217,13 +185,12 @@ namespace osu.Game.Rulesets.Objects.Drawables
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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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protected void AddNested(DrawableHitObject<TObject, TJudgement> h)
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protected virtual void AddNested(DrawableHitObject<TObject, TJudgement> 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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h.OnJudgement += d => OnJudgement?.Invoke(d);
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h.LifetimeOffset = LifetimeOffset;
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nestedHitObjects.Add(h);
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}
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