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Rename to HitObjectUsageEventBuffer
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@ -46,7 +46,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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foreach (var obj in Composer.HitObjects)
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AddBlueprintFor(obj.HitObject);
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var eventQueue = new HitObjectContainerEventQueue(Composer.Playfield);
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var eventQueue = new HitObjectUsageEventBuffer(Composer.Playfield);
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eventQueue.HitObjectUsageBegan += AddBlueprintFor;
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eventQueue.HitObjectUsageFinished += RemoveBlueprintFor;
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eventQueue.HitObjectUsageTransferred += TransferBlueprintFor;
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@ -13,9 +13,9 @@ using osu.Game.Rulesets.UI;
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namespace osu.Game.Screens.Edit.Compose
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{
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/// <summary>
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/// A queue which processes events from the many <see cref="HitObjectContainer"/>s in a nested <see cref="Playfield"/> hierarchy.
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/// Buffers events from the many <see cref="HitObjectContainer"/>s in a nested <see cref="Playfield"/> hierarchy.
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/// </summary>
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internal class HitObjectContainerEventQueue : Component
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internal class HitObjectUsageEventBuffer : Component
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{
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/// <summary>
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/// Invoked when a <see cref="HitObject"/> becomes used by a <see cref="DrawableHitObject"/>.
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@ -41,10 +41,10 @@ namespace osu.Game.Screens.Edit.Compose
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private readonly Playfield playfield;
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/// <summary>
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/// Creates a new <see cref="HitObjectContainerEventQueue"/>.
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/// Creates a new <see cref="HitObjectUsageEventBuffer"/>.
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/// </summary>
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/// <param name="playfield">The most top-level <see cref="Playfield"/>.</param>
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public HitObjectContainerEventQueue([NotNull] Playfield playfield)
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public HitObjectUsageEventBuffer([NotNull] Playfield playfield)
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{
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this.playfield = playfield;
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@ -70,7 +70,7 @@ namespace osu.Game.Screens.Edit.Compose
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{
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// This exists as a safeguard to ensure that the sequence: { Began -> Finished }, where { ... } indicates a sequence within a single frame, does not trigger any events.
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// This is unlikely to occur in practice as it requires the usage to finish immediately after the HitObjectContainer updates hitobject lifetimes,
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// however, an Editor action scheduled somewhere between the lifetime update and this event queue's own Update() could cause this.
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// however, an Editor action scheduled somewhere between the lifetime update and this buffer's own Update() could cause this.
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case (EventType.Began, EventType.Finished):
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pendingEvents.Remove(hitObject);
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break;
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