2019-03-06 19:30:14 +08:00
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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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2021-04-15 18:07:25 +08:00
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using System;
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using System.Collections.Generic;
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using System.Linq;
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2019-03-06 19:30:14 +08:00
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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.Containers;
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using osu.Framework.Logging;
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using osu.Framework.Timing;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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namespace osu.Game.Screens.Play
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{
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/// <summary>
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/// Encapsulates gameplay timing logic and provides a <see cref="IGameplayClock"/> via DI for gameplay components to use.
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/// </summary>
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[Cached(typeof(IGameplayClock))]
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public class GameplayClockContainer : Container, IAdjustableClock, IGameplayClock
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{
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/// <summary>
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/// Whether gameplay is paused.
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/// </summary>
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public IBindable<bool> IsPaused => isPaused;
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/// <summary>
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/// The source clock. Should generally not be used for any timekeeping purposes.
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/// </summary>
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public IClock SourceClock { get; private set; }
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/// <summary>
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/// Invoked when a seek has been performed via <see cref="Seek"/>
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/// </summary>
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public event Action? OnSeek;
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/// <summary>
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/// The time from which the clock should start. Will be seeked to on calling <see cref="Reset"/>.
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/// Settting a start time will <see cref="Reset"/> to the new value.
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/// </summary>
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/// <remarks>
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/// By default, a value of zero will be used.
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/// Importantly, the value will be inferred from the current beatmap in <see cref="MasterGameplayClockContainer"/> by default.
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/// </remarks>
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public double StartTime
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{
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get => startTime;
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set
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{
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startTime = value;
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Reset();
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}
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}
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private double startTime;
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public virtual IEnumerable<double> NonGameplayAdjustments => Enumerable.Empty<double>();
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private readonly BindableBool isPaused = new BindableBool(true);
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/// <summary>
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/// The adjustable source clock used for gameplay. Should be used for seeks and clock control.
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/// This is the final clock exposed to gameplay components as an <see cref="IGameplayClock"/>.
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/// </summary>
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protected readonly FramedBeatmapClock GameplayClock;
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protected override Container<Drawable> Content { get; } = new Container { RelativeSizeAxes = Axes.Both };
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/// <summary>
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/// Creates a new <see cref="GameplayClockContainer"/>.
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/// </summary>
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/// <param name="sourceClock">The source <see cref="IClock"/> used for timing.</param>
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/// <param name="applyOffsets">Whether to apply platform, user and beatmap offsets to the mix.</param>
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public GameplayClockContainer(IClock sourceClock, bool applyOffsets = false)
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{
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SourceClock = sourceClock;
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RelativeSizeAxes = Axes.Both;
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InternalChildren = new Drawable[]
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{
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GameplayClock = new FramedBeatmapClock(sourceClock, applyOffsets) { IsCoupled = false },
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Content
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};
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IsPaused.BindValueChanged(OnIsPausedChanged);
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}
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/// <summary>
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/// Starts gameplay and marks un-paused state.
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/// </summary>
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public virtual void Start()
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{
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ensureSourceClockSet();
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isPaused.Value = false;
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// the clock may be stopped via internal means (ie. not via `IsPaused`).
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if (!GameplayClock.IsRunning)
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{
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// Seeking the decoupled clock to its current time ensures that its source clock will be seeked to the same time
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// This accounts for the clock source potentially taking time to enter a completely stopped state
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Seek(GameplayClock.CurrentTime);
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// The case which cause this to be added is FrameStabilityContainer, which manages its own current and elapsed time.
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// Because we generally update our own current time quicker than children can query it (via Start/Seek/Update),
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// this means that the first frame ever exposed to children may have a non-zero current time.
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//
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// If the child component is not aware of the parent ElapsedFrameTime (which is the case for FrameStabilityContainer)
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// they will take on the new CurrentTime with a zero elapsed time. This can in turn cause components to behave incorrectly
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// if they are intending to trigger events at the precise StartTime (ie. DrawableStoryboardSample).
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//
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// By scheduling the start call, children are guaranteed to receive one frame at the original start time, allowing
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// then to progress with a correct locally calculated elapsed time.
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SchedulerAfterChildren.Add(GameplayClock.Start);
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}
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}
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/// <summary>
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/// Seek to a specific time in gameplay.
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/// </summary>
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/// <param name="time">The destination time to seek to.</param>
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public void Seek(double time)
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{
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Logger.Log($"{nameof(GameplayClockContainer)} seeking to {time}");
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GameplayClock.Seek(time);
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OnSeek?.Invoke();
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}
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/// <summary>
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/// Stops gameplay and marks paused state.
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/// </summary>
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public void Stop() => isPaused.Value = true;
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/// <summary>
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/// Resets this <see cref="GameplayClockContainer"/> and the source to an initial state ready for gameplay.
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/// </summary>
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/// <param name="startClock">Whether to start the clock immediately, if not already started.</param>
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public void Reset(bool startClock = false)
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{
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// Manually stop the source in order to not affect the IsPaused state.
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GameplayClock.Stop();
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ensureSourceClockSet();
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Seek(StartTime);
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if (!IsPaused.Value || startClock)
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Start();
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}
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/// <summary>
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/// Changes the source clock.
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/// </summary>
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/// <param name="sourceClock">The new source.</param>
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protected void ChangeSource(IClock sourceClock) => GameplayClock.ChangeSource(SourceClock = sourceClock);
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/// <summary>
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/// Ensures that the <see cref="GameplayClock"/> is set to <see cref="SourceClock"/>, if it hasn't been given a source yet.
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/// This is usually done before a seek to avoid accidentally seeking only the adjustable source in decoupled mode,
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/// but not the actual source clock.
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/// That will pretty much only happen on the very first call of this method, as the source clock is passed in the constructor,
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/// but it is not yet set on the adjustable source there.
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/// </summary>
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private void ensureSourceClockSet()
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{
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if (GameplayClock.Source == null)
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ChangeSource(SourceClock);
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}
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/// <summary>
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/// Invoked when the value of <see cref="IsPaused"/> is changed to start or stop the <see cref="GameplayClock"/> clock.
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/// </summary>
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/// <param name="isPaused">Whether the clock should now be paused.</param>
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protected virtual void OnIsPausedChanged(ValueChangedEvent<bool> isPaused)
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{
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if (isPaused.NewValue)
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GameplayClock.Stop();
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else
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GameplayClock.Start();
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}
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#region IAdjustableClock
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bool IAdjustableClock.Seek(double position)
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{
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Seek(position);
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return true;
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}
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void IAdjustableClock.Reset() => Reset();
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public void ResetSpeedAdjustments() => throw new NotImplementedException();
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double IAdjustableClock.Rate
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{
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get => GameplayClock.Rate;
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set => throw new NotSupportedException();
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}
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public double Rate => GameplayClock.Rate;
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public double CurrentTime => GameplayClock.CurrentTime;
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public bool IsRunning => GameplayClock.IsRunning;
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#endregion
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public void ProcessFrame()
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{
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// Handled via update. Don't process here to safeguard from external usages potentially processing frames additional times.
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}
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public double ElapsedFrameTime => GameplayClock.ElapsedFrameTime;
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public double FramesPerSecond => GameplayClock.FramesPerSecond;
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public FrameTimeInfo TimeInfo => GameplayClock.TimeInfo;
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public double TrueGameplayRate
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{
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get
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{
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double baseRate = Rate;
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foreach (double adjustment in NonGameplayAdjustments)
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{
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if (Precision.AlmostEquals(adjustment, 0))
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return 0;
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baseRate /= adjustment;
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}
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return baseRate;
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}
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}
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}
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}
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