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Add mania direction to settings
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@ -29,17 +29,16 @@ namespace osu.Game.Rulesets.UI.Scrolling
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/// </summary>
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protected readonly SortedList<MultiplierControlPoint> ControlPoints = new SortedList<MultiplierControlPoint>();
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private readonly ScrollingDirection direction;
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public readonly Bindable<ScrollingDirection> Direction = new Bindable<ScrollingDirection>();
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private Cached initialStateCache = new Cached();
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public ScrollingHitObjectContainer(ScrollingDirection direction)
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public ScrollingHitObjectContainer()
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{
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this.direction = direction;
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RelativeSizeAxes = Axes.Both;
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TimeRange.ValueChanged += v => initialStateCache.Invalidate();
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TimeRange.ValueChanged += _ => initialStateCache.Invalidate();
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Direction.ValueChanged += _ => initialStateCache.Invalidate();
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}
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private ISpeedChangeVisualiser speedChangeVisualiser;
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@ -100,7 +99,7 @@ namespace osu.Game.Rulesets.UI.Scrolling
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if (!initialStateCache.IsValid)
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{
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speedChangeVisualiser.ComputeInitialStates(Objects, direction, TimeRange, DrawSize);
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speedChangeVisualiser.ComputeInitialStates(Objects, Direction, TimeRange, DrawSize);
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initialStateCache.Validate();
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}
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}
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@ -110,7 +109,7 @@ namespace osu.Game.Rulesets.UI.Scrolling
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base.UpdateAfterChildrenLife();
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// We need to calculate this as soon as possible after lifetimes so that hitobjects get the final say in their positions
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speedChangeVisualiser.UpdatePositions(AliveObjects, direction, Time.Current, TimeRange, DrawSize);
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speedChangeVisualiser.UpdatePositions(AliveObjects, Direction, Time.Current, TimeRange, DrawSize);
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}
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}
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}
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