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Make hitobjects sorted by their start times
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@ -57,7 +57,6 @@ namespace osu.Game.Rulesets.Catch.UI
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public override void Add(DrawableHitObject h)
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{
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h.Depth = (float)h.HitObject.StartTime;
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h.OnJudgement += onJudgement;
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base.Add(h);
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@ -205,7 +205,6 @@ namespace osu.Game.Rulesets.Mania.UI
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/// <param name="hitObject">The DrawableHitObject to add.</param>
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public override void Add(DrawableHitObject hitObject)
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{
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hitObject.Depth = (float)hitObject.HitObject.StartTime;
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hitObject.AccentColour = AccentColour;
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hitObject.OnJudgement += OnJudgement;
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@ -55,8 +55,6 @@ namespace osu.Game.Rulesets.Osu.UI
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public override void Add(DrawableHitObject h)
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{
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h.Depth = (float)h.HitObject.StartTime;
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h.OnJudgement += onJudgement;
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var c = h as IDrawableHitObjectWithProxiedApproach;
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@ -208,8 +208,6 @@ namespace osu.Game.Rulesets.Taiko.UI
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public override void Add(DrawableHitObject h)
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{
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h.Depth = (float)h.HitObject.StartTime;
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h.OnJudgement += OnJudgement;
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base.Add(h);
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@ -3,6 +3,7 @@
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Rulesets.Objects.Drawables;
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@ -15,5 +16,15 @@ namespace osu.Game.Rulesets.UI
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public virtual void Add(DrawableHitObject hitObject) => AddInternal(hitObject);
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public virtual bool Remove(DrawableHitObject hitObject) => RemoveInternal(hitObject);
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protected override int Compare(Drawable x, Drawable y)
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{
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if (!(x is DrawableHitObject xObj) || !(y is DrawableHitObject yObj))
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return base.Compare(x, y);
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// Put earlier hitobjects towards the end of the list, so they handle input first
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int i = yObj.HitObject.StartTime.CompareTo(xObj.HitObject.StartTime);
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return i == 0 ? CompareReverseChildID(x, y) : i;
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}
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}
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}
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