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Avoid doing expensive colour fetch operation every update
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@ -7,6 +7,7 @@ using osu.Game.Rulesets.Mods;
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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.Screens.Edit;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Osu.Mods
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{
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@ -26,14 +27,20 @@ namespace osu.Game.Rulesets.Osu.Mods
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currentBeatmap = beatmap;
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}
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public void ApplyToDrawableHitObject(DrawableHitObject drawable)
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public void ApplyToDrawableHitObject(DrawableHitObject d)
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{
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if (currentBeatmap == null) return;
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drawable.OnUpdate += _ =>
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drawable.AccentColour.Value = BindableBeatDivisor.GetColourFor(
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currentBeatmap.ControlPointInfo.GetClosestBeatDivisor(drawable.HitObject.StartTime),
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colours);
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Color4? timingBasedColour = null;
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d.HitObjectApplied += _ => timingBasedColour = BindableBeatDivisor.GetColourFor(currentBeatmap.ControlPointInfo.GetClosestBeatDivisor(d.HitObject.StartTime), colours);
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// Need to set this every update to ensure it doesn't get overwritten by DrawableHitObject.OnApply() -> UpdateComboColour().
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d.OnUpdate += _ =>
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{
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if (timingBasedColour != null)
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d.AccentColour.Value = timingBasedColour.Value;
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};
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}
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}
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}
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