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Use switch pattern matching in more places
Also switch access to many classes to public. (cherry picked from commit 86cc3b7)
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@ -10,7 +10,7 @@ using osu.Game.Rulesets.UI;
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namespace osu.Game.Rulesets.Catch.Scoring
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{
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internal class CatchScoreProcessor : ScoreProcessor<CatchHitObject>
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public class CatchScoreProcessor : ScoreProcessor<CatchHitObject>
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{
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public CatchScoreProcessor(RulesetContainer<CatchHitObject> rulesetContainer)
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: base(rulesetContainer)
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@ -21,23 +21,25 @@ namespace osu.Game.Rulesets.Catch.Scoring
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{
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foreach (var obj in beatmap.HitObjects)
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{
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var stream = obj as JuiceStream;
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if (stream != null)
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switch (obj)
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{
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AddJudgement(new CatchJudgement { Result = HitResult.Perfect });
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AddJudgement(new CatchJudgement { Result = HitResult.Perfect });
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foreach (var unused in stream.NestedHitObjects.OfType<CatchHitObject>())
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case JuiceStream stream:
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AddJudgement(new CatchJudgement { Result = HitResult.Perfect });
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AddJudgement(new CatchJudgement { Result = HitResult.Perfect });
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continue;
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foreach (var _ in stream.NestedHitObjects.Cast<CatchHitObject>())
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AddJudgement(new CatchJudgement { Result = HitResult.Perfect });
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break;
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case BananaShower shower:
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AddJudgement(new CatchJudgement { Result = HitResult.Perfect });
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foreach (var _ in shower.NestedHitObjects.Cast<CatchHitObject>())
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AddJudgement(new CatchJudgement { Result = HitResult.Perfect });
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break;
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case Fruit _:
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AddJudgement(new CatchJudgement { Result = HitResult.Perfect });
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break;
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}
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var fruit = obj as Fruit;
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if (fruit != null)
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AddJudgement(new CatchJudgement { Result = HitResult.Perfect });
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}
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base.SimulateAutoplay(beatmap);
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