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Add base DrawableHitObject + HitObjectStartTimeComparer.
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@ -15,28 +15,51 @@ using System.Linq;
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namespace osu.Game.Rulesets.Objects.Drawables
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{
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public abstract class DrawableHitObject<TObject, TJudgement> : Container
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where TObject : HitObject
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where TJudgement : Judgement
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public abstract class DrawableHitObject : Container
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{
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public event Action<DrawableHitObject<TObject, TJudgement>> OnJudgement;
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public TObject HitObject;
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public readonly HitObject HitObject;
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/// <summary>
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/// The colour used for various elements of this DrawableHitObject.
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/// </summary>
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public virtual Color4 AccentColour { get; set; }
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protected DrawableHitObject(HitObject hitObject)
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{
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HitObject = hitObject;
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}
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}
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public abstract class DrawableHitObject<TObject> : DrawableHitObject
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where TObject : HitObject
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{
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public new readonly TObject HitObject;
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protected DrawableHitObject(TObject hitObject)
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: base(hitObject)
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{
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HitObject = hitObject;
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}
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}
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public abstract class DrawableHitObject<TObject, TJudgement> : DrawableHitObject<TObject>
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where TObject : HitObject
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where TJudgement : Judgement
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{
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public event Action<DrawableHitObject<TObject, TJudgement>> OnJudgement;
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public override bool HandleInput => Interactive;
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public bool Interactive = true;
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public TJudgement Judgement;
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protected abstract TJudgement CreateJudgement();
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protected List<SampleChannel> Samples = new List<SampleChannel>();
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protected abstract void UpdateState(ArmedState state);
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protected DrawableHitObject(TObject hitObject)
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: base(hitObject)
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{
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}
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private ArmedState state;
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public ArmedState State
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@ -59,8 +82,6 @@ namespace osu.Game.Rulesets.Objects.Drawables
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}
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}
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protected List<SampleChannel> Samples = new List<SampleChannel>();
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protected void PlaySamples()
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{
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Samples.ForEach(s => s?.Play());
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@ -79,11 +100,6 @@ namespace osu.Game.Rulesets.Objects.Drawables
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/// </summary>
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public bool Judged => (Judgement?.Result ?? HitResult.None) != HitResult.None && (NestedHitObjects?.All(h => h.Judged) ?? true);
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protected DrawableHitObject(TObject hitObject)
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{
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HitObject = hitObject;
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}
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/// <summary>
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/// Process a hit of this hitobject. Carries out judgement.
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/// </summary>
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@ -176,5 +192,8 @@ namespace osu.Game.Rulesets.Objects.Drawables
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h.OnJudgement += d => OnJudgement?.Invoke(d);
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nestedHitObjects.Add(h);
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}
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protected abstract TJudgement CreateJudgement();
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protected abstract void UpdateState(ArmedState state);
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}
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}
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