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Make processors and break overlay frame-stable
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@ -3,13 +3,14 @@
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using System;
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using osu.Framework.Extensions.TypeExtensions;
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using osu.Framework.Graphics;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects;
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namespace osu.Game.Rulesets.Scoring
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{
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public abstract class JudgementProcessor
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public abstract class JudgementProcessor : Component
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{
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/// <summary>
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/// Invoked when all <see cref="HitObject"/>s have been judged by this <see cref="JudgementProcessor"/>.
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@ -47,10 +48,6 @@ namespace osu.Game.Rulesets.Scoring
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Reset(true);
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}
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public virtual void ApplyElapsedTime(double elapsedTime)
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{
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}
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/// <summary>
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/// Applies the score change of a <see cref="JudgementResult"/> to this <see cref="ScoreProcessor"/>.
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/// </summary>
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@ -119,8 +116,6 @@ namespace osu.Game.Rulesets.Scoring
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/// <param name="beatmap">The <see cref="IBeatmap"/> to simulate.</param>
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protected virtual void SimulateAutoplay(IBeatmap beatmap)
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{
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HitObject lastObject = null;
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foreach (var obj in beatmap.HitObjects)
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simulate(obj);
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@ -129,9 +124,6 @@ namespace osu.Game.Rulesets.Scoring
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foreach (var nested in obj.NestedHitObjects)
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simulate(nested);
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if (lastObject != null)
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ApplyElapsedTime(lastObject.GetEndTime() - obj.StartTime);
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var judgement = obj.CreateJudgement();
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if (judgement == null)
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return;
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@ -142,8 +134,6 @@ namespace osu.Game.Rulesets.Scoring
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result.Type = judgement.MaxResult;
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ApplyResult(result);
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lastObject = obj;
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}
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}
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}
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