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osu-lazer/osu.Game/Screens/Play/GameplayState.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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using System;
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using System.Collections.Generic;
using osu.Framework.Bindables;
using osu.Game.Beatmaps;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Mods;
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using osu.Game.Scoring;
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#nullable enable
namespace osu.Game.Screens.Play
{
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/// <summary>
/// The state of an active gameplay session, generally constructed and exposed by <see cref="Player"/>.
/// </summary>
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public class GameplayState
{
/// <summary>
/// The final post-convert post-mod-application beatmap.
/// </summary>
public readonly IBeatmap Beatmap;
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/// <summary>
/// The ruleset used in gameplay.
/// </summary>
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public readonly Ruleset Ruleset;
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/// <summary>
/// The mods applied to the gameplay.
/// </summary>
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public readonly IReadOnlyList<Mod> Mods;
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/// <summary>
/// The gameplay score.
/// </summary>
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public readonly Score Score;
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/// <summary>
/// A bindable tracking the last judgement result applied to any hit object.
/// </summary>
public IBindable<JudgementResult> LastJudgementResult => lastJudgementResult;
private readonly Bindable<JudgementResult> lastJudgementResult = new Bindable<JudgementResult>();
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public GameplayState(IBeatmap beatmap, Ruleset ruleset, IReadOnlyList<Mod>? mods = null, Score? score = null)
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{
Beatmap = beatmap;
Ruleset = ruleset;
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Score = score ?? new Score();
Mods = mods ?? ArraySegment<Mod>.Empty;
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}
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/// <summary>
/// Applies the score change of a <see cref="JudgementResult"/> to this <see cref="GameplayState"/>.
/// </summary>
/// <param name="result">The <see cref="JudgementResult"/> to apply.</param>
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public void ApplyResult(JudgementResult result) => lastJudgementResult.Value = result;
}
}