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Add catch-specific combo counter with its legacy design
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34
osu.Game.Rulesets.Catch/UI/ICatchComboCounter.cs
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34
osu.Game.Rulesets.Catch/UI/ICatchComboCounter.cs
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Graphics;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Catch.UI
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{
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/// <summary>
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/// An interface providing a set of methods to update the combo counter.
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/// </summary>
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public interface ICatchComboCounter : IDrawable
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{
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/// <summary>
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/// Updates the counter to display the provided <paramref name="combo"/> as initial value.
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/// The value should be immediately displayed without any animation.
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/// </summary>
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/// <remarks>
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/// This is required for when instantiating a combo counter in middle of accumulating combo (via skin change).
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/// </remarks>
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/// <param name="combo">The combo value to be displayed as initial.</param>
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void DisplayInitialCombo(int combo);
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/// <summary>
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/// Updates the counter to animate a transition from the old combo value it had to the current provided one.
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/// </summary>
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/// <remarks>
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/// This is called regardless of whether the clock is rewinding.
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/// </remarks>
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/// <param name="combo">The new combo value.</param>
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/// <param name="hitObjectColour">The colour of the object if hit, null on miss.</param>
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void UpdateCombo(int combo, Color4? hitObjectColour);
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}
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}
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