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Reduce implementation overhead in actually positioning hitobjects and making them scroll.
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@ -41,7 +41,7 @@ namespace osu.Game.Rulesets.UI
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set { visibleTimeRange.BindTo(value); }
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}
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public new readonly ScrollingHitObjectContainer HitObjects;
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internal new readonly ScrollingHitObjectContainer HitObjects;
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protected ScrollingPlayfield(Axes scrollingAxes, float? customWidth = null)
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: base(customWidth)
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@ -112,7 +112,7 @@ namespace osu.Game.Rulesets.UI
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/// necessary <see cref="VisibleTimeRange"/> for the contained <see cref="SpeedAdjustmentContainer"/>s.
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/// </para>
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/// </summary>
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public class ScrollingHitObjectContainer : HitObjectContainer<DrawableHitObject<TObject, TJudgement>>
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internal class ScrollingHitObjectContainer : HitObjectContainer<DrawableHitObject<TObject, TJudgement>>
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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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