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Standardise some naming and make hitcircles feel better.
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@ -8,6 +8,7 @@ using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using osu.Game.Modes.Objects;
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using OpenTK;
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namespace osu.Game.Modes
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{
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@ -20,6 +21,8 @@ namespace osu.Game.Modes
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{
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public ComboJudgement Combo;
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public Judgement Judgement;
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public float TimeOffset;
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public Vector2 PositionOffset;
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}
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public enum ComboJudgement
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@ -15,6 +15,10 @@ namespace osu.Game.Modes.Objects.Drawables
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public Func<DrawableHitObject, bool> AllowHit;
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public Container<DrawableHitObject> ChildObjects;
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public JudgementResult Result;
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public HitObject HitObject;
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public DrawableHitObject(HitObject hitObject)
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@ -19,7 +19,7 @@ namespace osu.Game.Modes.UI
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protected Playfield Playfield;
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public IEnumerable<DrawableHitObject> DrawableObjects => Playfield.Children.Cast<DrawableHitObject>();
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public IEnumerable<DrawableHitObject> DrawableObjects => Playfield.HitObjects.Children;
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}
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public abstract class HitRenderer<T> : HitRenderer
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@ -1,11 +1,30 @@
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//Copyright (c) 2007-2016 ppy Pty Ltd <contact@ppy.sh>.
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//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Modes.Objects.Drawables;
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using OpenTK;
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namespace osu.Game.Modes.UI
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{
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public class Playfield : Container
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public abstract class Playfield : Container
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{
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public HitObjectContainer HitObjects;
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public virtual void Add(DrawableHitObject h) => HitObjects.Add(h);
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public Playfield()
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{
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AddInternal(HitObjects = new HitObjectContainer
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{
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RelativeSizeAxes = Axes.Both,
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});
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}
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public class HitObjectContainer : Container<DrawableHitObject>
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{
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protected override Vector2 DrawScale => new Vector2(DrawSize.X / 512);
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}
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}
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}
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