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Make hitobject samples a bindable list
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@ -70,7 +70,7 @@ namespace osu.Game.Rulesets.Osu.Objects
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/// </summary>
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internal float LazyTravelDistance;
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public List<List<HitSampleInfo>> NodeSamples { get; set; } = new List<List<HitSampleInfo>>();
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public List<IList<HitSampleInfo>> NodeSamples { get; set; } = new List<IList<HitSampleInfo>>();
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private int repeatCount;
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@ -128,7 +128,7 @@ namespace osu.Game.Rulesets.Osu.Objects
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foreach (var e in
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SliderEventGenerator.Generate(StartTime, SpanDuration, Velocity, TickDistance, Path.Distance, this.SpanCount(), LegacyLastTickOffset))
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{
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var firstSample = Samples.Find(s => s.Name == HitSampleInfo.HIT_NORMAL)
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var firstSample = Samples.FirstOrDefault(s => s.Name == HitSampleInfo.HIT_NORMAL)
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?? Samples.FirstOrDefault(); // TODO: remove this when guaranteed sort is present for samples (https://github.com/ppy/osu/issues/1933)
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var sampleList = new List<HitSampleInfo>();
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@ -203,7 +203,7 @@ namespace osu.Game.Rulesets.Osu.Objects
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TailCircle.Position = EndPosition;
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}
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private List<HitSampleInfo> getNodeSamples(int nodeIndex) =>
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private IList<HitSampleInfo> getNodeSamples(int nodeIndex) =>
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nodeIndex < NodeSamples.Count ? NodeSamples[nodeIndex] : Samples;
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public override Judgement CreateJudgement() => new OsuJudgement();
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