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https://github.com/osukey/osukey.git
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Applied suggested changes.
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@ -71,12 +71,9 @@ namespace osu.Game.Rulesets.UI
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protected ScrollingPlayfield(Axes scrollingAxes, float? customWidth = null)
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: base(customWidth)
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{
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base.HitObjects = HitObjects = new ScrollingHitObjectContainer(scrollingAxes)
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{
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RelativeSizeAxes = Axes.Both,
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VisibleTimeRange = VisibleTimeRange,
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Reversed = Reversed
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};
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base.HitObjects = HitObjects = new ScrollingHitObjectContainer(scrollingAxes) { RelativeSizeAxes = Axes.Both };
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HitObjects.VisibleTimeRange.BindTo(VisibleTimeRange);
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HitObjects.Reversed.BindTo(Reversed);
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}
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private List<ScrollingPlayfield<TObject, TJudgement>> nestedPlayfields;
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@ -142,26 +139,16 @@ namespace osu.Game.Rulesets.UI
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/// </summary>
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internal class ScrollingHitObjectContainer : HitObjectContainer
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{
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private readonly BindableDouble visibleTimeRange = new BindableDouble { Default = 1000 };
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/// <summary>
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/// Gets or sets the range of time that is visible by the length of the scrolling axes.
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/// For example, only hit objects with start time less than or equal to 1000 will be visible with <see cref="VisibleTimeRange"/> = 1000.
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/// </summary>
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public Bindable<double> VisibleTimeRange
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{
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get { return visibleTimeRange; }
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set { visibleTimeRange.BindTo(value); }
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}
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public readonly BindableDouble VisibleTimeRange = new BindableDouble { Default = 1000 };
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private readonly BindableBool reversed = new BindableBool();
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/// <summary>
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/// Whether to reverse the scrolling direction is reversed.
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/// </summary>
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public BindableBool Reversed
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{
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get { return reversed; }
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set { reversed.BindTo(value); }
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}
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public readonly BindableBool Reversed = new BindableBool();
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/// <summary>
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/// Hit objects that are to be re-processed on the next update.
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@ -186,11 +173,11 @@ namespace osu.Game.Rulesets.UI
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/// <param name="speedAdjustment">The <see cref="SpeedAdjustmentContainer"/>.</param>
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public void AddSpeedAdjustment(SpeedAdjustmentContainer speedAdjustment)
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{
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speedAdjustment.VisibleTimeRange.BindTo(VisibleTimeRange);
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speedAdjustment.ScrollingAxes = scrollingAxes;
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speedAdjustment.Reversed = Reversed;
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speedAdjustments.Add(speedAdjustment);
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speedAdjustment.VisibleTimeRange.BindTo(VisibleTimeRange);
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speedAdjustment.Reversed.BindTo(Reversed);
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speedAdjustments.Add(speedAdjustment);
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AddInternal(speedAdjustment);
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}
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