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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.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour.Data;
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namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
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{
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/// <summary>
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/// Stores colour compression information for a <see cref="TaikoDifficultyHitObject"/>.
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/// </summary>
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public class TaikoDifficultyHitObjectColour
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{
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/// <summary>
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/// The <see cref="MonoStreak"/> that encodes this note.
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/// </summary>
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public MonoStreak? MonoStreak;
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/// <summary>
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/// The <see cref="AlternatingMonoPattern"/> that encodes this note.
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/// </summary>
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public AlternatingMonoPattern? AlternatingMonoPattern;
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/// <summary>
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/// The <see cref="RepeatingHitPattern"/> that encodes this note.
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/// </summary>
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public RepeatingHitPatterns? RepeatingHitPattern;
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/// <summary>
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/// The closest past <see cref="TaikoDifficultyHitObject"/> that's not the same colour.
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/// </summary>
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public TaikoDifficultyHitObject? PreviousColourChange => MonoStreak?.FirstHitObject.PreviousNote(0);
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/// <summary>
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/// The closest future <see cref="TaikoDifficultyHitObject"/> that's not the same colour.
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/// </summary>
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public TaikoDifficultyHitObject? NextColourChange => MonoStreak?.LastHitObject.NextNote(0);
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}
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}
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