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ScrollAlgorithm -> ScrollVisualisationMethod
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@ -35,22 +35,22 @@ namespace osu.Game.Rulesets.UI.Scrolling
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private Cached initialStateCache = new Cached();
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public ScrollingHitObjectContainer(ScrollAlgorithm scrollAlgorithm)
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public ScrollingHitObjectContainer(ScrollVisualisationMethod visualisationMethod)
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{
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RelativeSizeAxes = Axes.Both;
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TimeRange.ValueChanged += _ => initialStateCache.Invalidate();
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Direction.ValueChanged += _ => initialStateCache.Invalidate();
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switch (scrollAlgorithm)
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switch (visualisationMethod)
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{
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case ScrollAlgorithm.Sequential:
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case ScrollVisualisationMethod.Sequential:
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algorithm = new SequentialScrollAlgorithm(ControlPoints);
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break;
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case ScrollAlgorithm.Overlapping:
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case ScrollVisualisationMethod.Overlapping:
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algorithm = new OverlappingScrollAlgorithm(ControlPoints);
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break;
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case ScrollAlgorithm.Constant:
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case ScrollVisualisationMethod.Constant:
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algorithm = new ConstantScrollAlgorithm();
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break;
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}
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@ -63,7 +63,7 @@ namespace osu.Game.Rulesets.UI.Scrolling
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/// </summary>
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protected readonly Bindable<ScrollingDirection> Direction = new Bindable<ScrollingDirection>();
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protected virtual ScrollAlgorithm ScrollAlgorithm => ScrollAlgorithm.Sequential;
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protected virtual ScrollVisualisationMethod VisualisationMethod => ScrollVisualisationMethod.Sequential;
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[BackgroundDependencyLoader]
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private void load()
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@ -93,7 +93,7 @@ namespace osu.Game.Rulesets.UI.Scrolling
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protected sealed override HitObjectContainer CreateHitObjectContainer()
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{
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var container = new ScrollingHitObjectContainer(ScrollAlgorithm);
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var container = new ScrollingHitObjectContainer(VisualisationMethod);
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container.Direction.BindTo(Direction);
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return container;
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}
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