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Split ControlPoint into different types.
# Conflicts: # osu.Game.Rulesets.Mania/UI/Column.cs
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@ -8,6 +8,7 @@ using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using OpenTK;
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using osu.Game.Beatmaps.Timing;
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using osu.Game.Beatmaps.ControlPoints;
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namespace osu.Game.Rulesets.Mania.Timing
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{
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@ -26,9 +27,9 @@ namespace osu.Game.Rulesets.Mania.Timing
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/// </summary>
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public double TimeSpan { get; set; }
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private readonly List<DrawableControlPoint> drawableControlPoints;
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private readonly List<DrawableControlPoint> drawableControlPoints = new List<DrawableControlPoint>();
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public ControlPointContainer(IEnumerable<ControlPoint> timingChanges)
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public ControlPointContainer(IEnumerable<TimingChange> timingChanges)
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{
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drawableControlPoints = timingChanges.Select(t => new DrawableControlPoint(t)).ToList();
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Children = drawableControlPoints;
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@ -64,7 +65,7 @@ namespace osu.Game.Rulesets.Mania.Timing
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/// </summary>
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private class DrawableControlPoint : Container
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{
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private readonly ControlPoint timingChange;
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private readonly TimingChange timingChange;
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protected override Container<Drawable> Content => content;
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private readonly Container content;
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@ -76,7 +77,7 @@ namespace osu.Game.Rulesets.Mania.Timing
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/// the content container will scroll at twice the normal rate.
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/// </summary>
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/// <param name="timingChange">The control point to create the drawable control point for.</param>
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public DrawableControlPoint(ControlPoint timingChange)
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public DrawableControlPoint(TimingChange timingChange)
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{
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this.timingChange = timingChange;
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