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Add and consume passing state in GameplayBeatmap
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@ -2,11 +2,14 @@
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Beatmaps.Timing;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Screens.Play
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{
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@ -38,5 +41,14 @@ namespace osu.Game.Screens.Play
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public IEnumerable<BeatmapStatistic> GetStatistics() => PlayableBeatmap.GetStatistics();
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public IBeatmap Clone() => PlayableBeatmap.Clone();
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public IBindable<bool> Passing => passing;
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private readonly BindableBool passing = new BindableBool(true);
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public void OnNewResult(JudgementResult result)
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{
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passing.Value = result.Type > HitResult.Miss;
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}
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}
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}
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