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osu-lazer/osu.Game.Rulesets.Taiko/Difficulty/Preprocessing/Colour/TaikoDifficultyHitObjectColour.cs

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using System;
using System.Collections.Generic;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Taiko.Difficulty.Evaluators;
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
{
/// <summary>
/// Stores colour compression information for a <see cref="TaikoDifficultyHitObject"/>. This is only present for the
/// first <see cref="TaikoDifficultyHitObject"/> in a <see cref="CoupledColourEncoding"/> chunk.
/// </summary>
public class TaikoDifficultyHitObjectColour
{
public CoupledColourEncoding Encoding { get; private set; }
public double EvaluatedDifficulty = 0;
private TaikoDifficultyHitObjectColour(CoupledColourEncoding encoding)
{
Encoding = encoding;
}
// TODO: Might wanna move this somewhere else as it is introducing circular references
public static List<TaikoDifficultyHitObjectColour> EncodeAndAssign(List<DifficultyHitObject> hitObjects)
{
List<TaikoDifficultyHitObjectColour> colours = new List<TaikoDifficultyHitObjectColour>();
List<CoupledColourEncoding> encodings = CoupledColourEncoding.Encode(hitObjects);
// Assign colour to objects
encodings.ForEach(coupledEncoding =>
{
coupledEncoding.Payload.ForEach(encoding =>
{
encoding.Payload.ForEach(mono =>
{
mono.EncodedData.ForEach(hitObject =>
{
hitObject.Colour = new TaikoDifficultyHitObjectColour(coupledEncoding);
});
});
});
// Preevaluate and assign difficulty values
ColourEvaluator.PreEvaluateDifficulties(coupledEncoding);
});
return colours;
}
}
}