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Make all control point attributes bindable
Properties are left intact for compatibility reasons.
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@ -1,19 +1,39 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Bindables;
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namespace osu.Game.Beatmaps.ControlPoints
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{
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public class EffectControlPoint : ControlPoint
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{
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/// <summary>
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/// Whether this control point enables Kiai mode.
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/// Whether the first bar line of this control point is ignored.
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/// </summary>
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public bool KiaiMode;
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public readonly BindableBool OmitFirstBarLineBindable = new BindableBool();
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/// <summary>
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/// Whether the first bar line of this control point is ignored.
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/// </summary>
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public bool OmitFirstBarLine;
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public bool OmitFirstBarLine
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{
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get => OmitFirstBarLineBindable.Value;
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set => OmitFirstBarLineBindable.Value = value;
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}
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/// <summary>
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/// Whether this control point enables Kiai mode.
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/// </summary>
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public readonly BindableBool KiaiModeBindable = new BindableBool();
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/// <summary>
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/// Whether this control point enables Kiai mode.
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/// </summary>
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public bool KiaiMode
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{
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get => KiaiModeBindable.Value;
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set => KiaiModeBindable.Value = value;
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}
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public override bool EquivalentTo(ControlPoint other) =>
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other is EffectControlPoint otherTyped &&
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