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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 ;
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using System.Collections.Generic ;
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using osu.Framework.Allocation ;
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using osu.Framework.Bindables ;
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using osu.Framework.Graphics ;
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using osu.Framework.Graphics.Primitives ;
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using osu.Framework.Layout ;
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using osu.Game.Rulesets.Objects ;
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using osu.Game.Rulesets.Objects.Drawables ;
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using osu.Game.Rulesets.Objects.Types ;
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using osu.Game.Rulesets.UI.Scrolling.Algorithms ;
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using osuTK ;
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namespace osu.Game.Rulesets.UI.Scrolling
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{
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public partial class ScrollingHitObjectContainer : HitObjectContainer
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{
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private readonly IBindable < double > timeRange = new BindableDouble ( ) ;
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private readonly IBindable < ScrollingDirection > direction = new Bindable < ScrollingDirection > ( ) ;
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private readonly IBindable < IScrollAlgorithm > algorithm = new Bindable < IScrollAlgorithm > ( ) ;
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/// <summary>
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/// Whether the scrolling direction is horizontal or vertical.
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/// </summary>
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private Direction scrollingAxis = > direction . Value = = ScrollingDirection . Left | | direction . Value = = ScrollingDirection . Right ? Direction . Horizontal : Direction . Vertical ;
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/// <summary>
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/// The scrolling axis is inverted if objects temporally farther in the future have a smaller position value across the scrolling axis.
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/// </summary>
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/// <example>
/// <see cref="ScrollingDirection.Down"/> is inverted, because given two objects, one of which is at the current time and one of which is 1000ms in the future,
/// in the current time instant the future object is spatially above the current object, and therefore has a smaller value of the Y coordinate of its position.
/// </example>
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private bool axisInverted = > direction . Value = = ScrollingDirection . Down | | direction . Value = = ScrollingDirection . Right ;
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/// <summary>
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/// A set of top-level <see cref="DrawableHitObject"/>s which have an up-to-date layout.
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/// </summary>
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private readonly HashSet < DrawableHitObject > layoutComputed = new HashSet < DrawableHitObject > ( ) ;
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[Resolved]
private IScrollingInfo scrollingInfo { get ; set ; }
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// Responds to changes in the layout. When the layout changes, all hit object states must be recomputed.
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private readonly LayoutValue layoutCache = new LayoutValue ( Invalidation . RequiredParentSizeToFit | Invalidation . DrawInfo ) ;
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public ScrollingHitObjectContainer ( )
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{
RelativeSizeAxes = Axes . Both ;
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AddLayout ( layoutCache ) ;
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}
[BackgroundDependencyLoader]
private void load ( )
{
direction . BindTo ( scrollingInfo . Direction ) ;
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timeRange . BindTo ( scrollingInfo . TimeRange ) ;
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algorithm . BindTo ( scrollingInfo . Algorithm ) ;
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direction . ValueChanged + = _ = > layoutCache . Invalidate ( ) ;
timeRange . ValueChanged + = _ = > layoutCache . Invalidate ( ) ;
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algorithm . ValueChanged + = _ = > layoutCache . Invalidate ( ) ;
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}
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/// <summary>
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/// Given a position at <paramref name="currentTime"/>, return the time of the object corresponding to the position.
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/// </summary>
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/// <remarks>
/// If there are multiple valid time values, one arbitrary time is returned.
/// </remarks>
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public double TimeAtPosition ( float localPosition , double currentTime )
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{
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float scrollPosition = axisInverted ? - localPosition : localPosition ;
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return algorithm . Value . TimeAt ( scrollPosition , currentTime , timeRange . Value , scrollLength ) ;
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}
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/// <summary>
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/// Given a position at the current time in screen space, return the time of the object corresponding the position.
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/// </summary>
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/// <remarks>
/// If there are multiple valid time values, one arbitrary time is returned.
/// </remarks>
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public double TimeAtScreenSpacePosition ( Vector2 screenSpacePosition )
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{
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Vector2 pos = ToLocalSpace ( screenSpacePosition ) ;
float localPosition = scrollingAxis = = Direction . Horizontal ? pos . X : pos . Y ;
localPosition - = axisInverted ? scrollLength : 0 ;
return TimeAtPosition ( localPosition , Time . Current ) ;
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}
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/// <summary>
/// Given a time, return the position along the scrolling axis within this <see cref="HitObjectContainer"/> at time <paramref name="currentTime"/>.
/// </summary>
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public float PositionAtTime ( double time , double currentTime , double? originTime = null )
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{
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float scrollPosition = algorithm . Value . PositionAt ( time , currentTime , timeRange . Value , scrollLength , originTime ) ;
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return axisInverted ? - scrollPosition : scrollPosition ;
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}
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/// <summary>
/// Given a time, return the position along the scrolling axis within this <see cref="HitObjectContainer"/> at the current time.
/// </summary>
public float PositionAtTime ( double time ) = > PositionAtTime ( time , Time . Current ) ;
/// <summary>
/// Given a time, return the screen space position within this <see cref="HitObjectContainer"/>.
/// In the non-scrolling axis, the center of this <see cref="HitObjectContainer"/> is returned.
/// </summary>
public Vector2 ScreenSpacePositionAtTime ( double time )
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{
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float localPosition = PositionAtTime ( time , Time . Current ) ;
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localPosition + = axisInverted ? scrollLength : 0 ;
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return scrollingAxis = = Direction . Horizontal
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? ToScreenSpace ( new Vector2 ( localPosition , DrawHeight / 2 ) )
: ToScreenSpace ( new Vector2 ( DrawWidth / 2 , localPosition ) ) ;
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}
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/// <summary>
/// Given a start time and end time of a scrolling object, return the length of the object along the scrolling axis.
/// </summary>
public float LengthAtTime ( double startTime , double endTime )
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{
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return algorithm . Value . GetLength ( startTime , endTime , timeRange . Value , scrollLength ) ;
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}
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private float scrollLength = > scrollingAxis = = Direction . Horizontal ? DrawWidth : DrawHeight ;
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public override void Add ( HitObjectLifetimeEntry entry )
{
// Scroll info is not available until loaded.
// The lifetime of all entries will be updated in the first Update.
if ( IsLoaded )
setComputedLifetimeStart ( entry ) ;
base . Add ( entry ) ;
}
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protected override void AddDrawable ( HitObjectLifetimeEntry entry , DrawableHitObject drawable )
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{
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base . AddDrawable ( entry , drawable ) ;
invalidateHitObject ( drawable ) ;
drawable . DefaultsApplied + = invalidateHitObject ;
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}
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protected override void RemoveDrawable ( HitObjectLifetimeEntry entry , DrawableHitObject drawable )
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{
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base . RemoveDrawable ( entry , drawable ) ;
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drawable . DefaultsApplied - = invalidateHitObject ;
layoutComputed . Remove ( drawable ) ;
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}
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private void invalidateHitObject ( DrawableHitObject hitObject )
{
layoutComputed . Remove ( hitObject ) ;
}
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protected override void Update ( )
{
base . Update ( ) ;
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if ( layoutCache . IsValid ) return ;
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layoutComputed . Clear ( ) ;
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foreach ( var entry in Entries )
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setComputedLifetimeStart ( entry ) ;
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algorithm . Value . Reset ( ) ;
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layoutCache . Validate ( ) ;
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}
protected override void UpdateAfterChildrenLife ( )
{
base . UpdateAfterChildrenLife ( ) ;
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// We need to calculate hit object positions (including nested hit objects) as soon as possible after lifetimes
// to prevent hit objects displayed in a wrong position for one frame.
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// Only AliveEntries need to be considered for layout (reduces overhead in the case of scroll speed changes).
// We are not using AliveObjects directly to avoid selection/sorting overhead since we don't care about the order at which positions will be updated.
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foreach ( var entry in AliveEntries )
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{
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var obj = entry . Value ;
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updatePosition ( obj , Time . Current ) ;
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if ( layoutComputed . Contains ( obj ) )
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continue ;
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updateLayoutRecursive ( obj ) ;
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layoutComputed . Add ( obj ) ;
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}
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}
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/// <summary>
/// Get a conservative maximum bounding box of a <see cref="DrawableHitObject"/> corresponding to <paramref name="entry"/>.
/// It is used to calculate when the hit object appears.
/// </summary>
protected virtual RectangleF GetConservativeBoundingBox ( HitObjectLifetimeEntry entry ) = > new RectangleF ( ) . Inflate ( 100 ) ;
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private double computeDisplayStartTime ( HitObjectLifetimeEntry entry )
{
RectangleF boundingBox = GetConservativeBoundingBox ( entry ) ;
float startOffset = 0 ;
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switch ( direction . Value )
{
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case ScrollingDirection . Right :
startOffset = boundingBox . Right ;
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break ;
case ScrollingDirection . Down :
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startOffset = boundingBox . Bottom ;
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break ;
case ScrollingDirection . Left :
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startOffset = - boundingBox . Left ;
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break ;
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case ScrollingDirection . Up :
startOffset = - boundingBox . Top ;
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break ;
}
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return algorithm . Value . GetDisplayStartTime ( entry . HitObject . StartTime , startOffset , timeRange . Value , scrollLength ) ;
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}
private void setComputedLifetimeStart ( HitObjectLifetimeEntry entry )
{
double computedStartTime = computeDisplayStartTime ( entry ) ;
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// always load the hitobject before its first judgement offset
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entry . LifetimeStart = Math . Min ( entry . HitObject . StartTime - entry . HitObject . MaximumJudgementOffset , computedStartTime ) ;
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}
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private void updateLayoutRecursive ( DrawableHitObject hitObject , double? parentHitObjectStartTime = null )
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{
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parentHitObjectStartTime ? ? = hitObject . HitObject . StartTime ;
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if ( hitObject . HitObject is IHasDuration e )
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{
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float length = LengthAtTime ( hitObject . HitObject . StartTime , e . EndTime ) ;
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if ( scrollingAxis = = Direction . Horizontal )
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hitObject . Width = length ;
else
hitObject . Height = length ;
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}
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foreach ( var obj in hitObject . NestedHitObjects )
{
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updateLayoutRecursive ( obj , parentHitObjectStartTime ) ;
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// Nested hitobjects don't need to scroll, but they do need accurate positions and start lifetime
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updatePosition ( obj , hitObject . HitObject . StartTime , parentHitObjectStartTime ) ;
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setComputedLifetimeStart ( obj . Entry ) ;
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}
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}
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private void updatePosition ( DrawableHitObject hitObject , double currentTime , double? parentHitObjectStartTime = null )
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{
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float position = PositionAtTime ( hitObject . HitObject . StartTime , currentTime , parentHitObjectStartTime ) ;
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if ( scrollingAxis = = Direction . Horizontal )
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hitObject . X = position ;
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else
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hitObject . Y = position ;
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}
}
}