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osu-lazer/osu.Game.Rulesets.Osu/UI/ObjectOrderedHitPolicy.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using System.Collections.Generic;
using System.Linq;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Rulesets.UI;
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namespace osu.Game.Rulesets.Osu.UI
{
/// <summary>
/// Ensures that <see cref="HitObject"/>s are hit in order of appearance. The classic note lock.
/// <remarks>
/// Hits will be blocked until the previous <see cref="HitObject"/>s have been judged.
/// </remarks>
/// </summary>
public class ObjectOrderedHitPolicy : IHitPolicy
{
public IHitObjectContainer HitObjectContainer { get; set; }
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public bool IsHittable(DrawableHitObject hitObject, double time) => enumerateHitObjectsUpTo(hitObject.HitObject.StartTime).All(obj => obj.AllJudged);
public void HandleHit(DrawableHitObject hitObject)
{
}
private IEnumerable<DrawableHitObject> enumerateHitObjectsUpTo(double targetTime)
{
foreach (var obj in HitObjectContainer.AliveObjects)
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{
if (obj.HitObject.StartTime >= targetTime)
yield break;
switch (obj)
{
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case DrawableSpinner:
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continue;
case DrawableSlider slider:
yield return slider.HeadCircle;
break;
default:
yield return obj;
break;
}
}
}
}
}