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Implement a conversion process for ReplayFrames
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@ -11,6 +11,7 @@ using osu.Framework.MathUtils;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Configuration;
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using osu.Game.Input.Handlers;
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using osu.Game.Rulesets.Configuration;
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using osu.Game.Rulesets.Mania.Beatmaps;
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using osu.Game.Rulesets.Mania.Mods;
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@ -103,7 +104,7 @@ namespace osu.Game.Rulesets.Mania.UI
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protected override Vector2 PlayfieldArea => new Vector2(1, 0.8f);
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protected override FramedReplayInputHandler CreateReplayInputHandler(Replay replay) => new ManiaFramedReplayInputHandler(replay, this);
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protected override ReplayInputHandler CreateReplayInputHandler(Replay replay) => new ManiaFramedReplayInputHandler(replay);
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protected override IRulesetConfigManager CreateConfig(Ruleset ruleset, SettingsStore settings) => new ManiaConfigManager(settings, Ruleset.RulesetInfo, Variant);
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}
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@ -48,13 +48,11 @@ namespace osu.Game.Rulesets.Mania.UI
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private Color4 specialColumnColour;
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private readonly int firstColumnIndex;
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private readonly StageDefinition definition;
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public ManiaStage(int firstColumnIndex, StageDefinition definition, ref ManiaAction normalColumnStartAction, ref ManiaAction specialColumnStartAction)
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: base(ScrollingDirection.Up)
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{
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this.firstColumnIndex = firstColumnIndex;
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this.definition = definition;
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Name = "Stage";
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@ -131,7 +129,7 @@ namespace osu.Game.Rulesets.Mania.UI
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for (int i = 0; i < definition.Columns; i++)
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{
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var isSpecial = isSpecialColumn(i);
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var isSpecial = definition.IsSpecialColumn(i);
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var column = new Column
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{
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IsSpecial = isSpecial,
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@ -160,13 +158,6 @@ namespace osu.Game.Rulesets.Mania.UI
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AddNested(c);
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}
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/// <summary>
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/// Whether the column index is a special column for this playfield.
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/// </summary>
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/// <param name="column">The 0-based column index.</param>
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/// <returns>Whether the column is a special column.</returns>
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private bool isSpecialColumn(int column) => definition.Columns % 2 == 1 && column == definition.Columns / 2;
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public override void Add(DrawableHitObject h)
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{
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var maniaObject = (ManiaHitObject)h.HitObject;
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