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Move play modes to their own projects.
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89
osu.Game/Modes/UI/HitRenderer.cs
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89
osu.Game/Modes/UI/HitRenderer.cs
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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 System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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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;
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namespace osu.Game.Modes.UI
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{
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public abstract class HitRenderer : Container
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{
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public Action<HitObject> OnHit;
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public Action<HitObject> OnMiss;
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protected Playfield Playfield;
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public IEnumerable<DrawableHitObject> DrawableObjects => Playfield.Children.Cast<DrawableHitObject>();
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}
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public abstract class HitRenderer<T> : HitRenderer
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where T : HitObject
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{
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private List<T> objects;
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public List<HitObject> Objects
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{
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set
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{
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objects = Convert(value);
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if (IsLoaded)
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loadObjects();
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}
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}
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protected abstract Playfield CreatePlayfield();
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protected abstract HitObjectConverter<T> Converter { get; }
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protected virtual List<T> Convert(List<HitObject> objects) => Converter.Convert(objects);
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public HitRenderer()
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{
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RelativeSizeAxes = Axes.Both;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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Children = new Drawable[]
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{
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Playfield = CreatePlayfield()
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};
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loadObjects();
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}
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private void loadObjects()
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{
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if (objects == null) return;
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foreach (T h in objects)
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{
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var drawableObject = GetVisualRepresentation(h);
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if (drawableObject == null) continue;
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drawableObject.OnHit = onHit;
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drawableObject.OnMiss = onMiss;
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Playfield.Add(drawableObject);
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}
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}
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private void onMiss(DrawableHitObject obj)
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{
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OnMiss?.Invoke(obj.HitObject);
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}
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private void onHit(DrawableHitObject obj)
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{
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OnHit?.Invoke(obj.HitObject);
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}
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protected abstract DrawableHitObject GetVisualRepresentation(T h);
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}
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}
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