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More concrete method to determine if all hit objects have been judged.
Covers the case where nested hit objects are involved.
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@ -12,6 +12,7 @@ using Container = osu.Framework.Graphics.Containers.Container;
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using osu.Game.Rulesets.Objects.Types;
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using OpenTK.Graphics;
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using osu.Game.Audio;
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using System.Linq;
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namespace osu.Game.Rulesets.Objects.Drawables
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{
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@ -24,6 +25,11 @@ namespace osu.Game.Rulesets.Objects.Drawables
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public TJudgement Judgement;
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/// <summary>
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/// Whether this hit object has been judged.
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/// </summary>
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public virtual bool Judged => (Judgement?.Result ?? HitResult.None) != HitResult.None;
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protected abstract TJudgement CreateJudgement();
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protected abstract void UpdateState(ArmedState state);
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@ -86,6 +92,11 @@ namespace osu.Game.Rulesets.Objects.Drawables
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/// </summary>
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public Color4 AccentColour { get; protected set; }
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/// <summary>
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/// Whether this hit object and all of its nested hit objects have been judged.
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/// </summary>
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public sealed override bool Judged => base.Judged && (NestedHitObjects?.All(h => h.Judged) ?? true);
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protected DrawableHitObject(TObject hitObject)
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{
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HitObject = hitObject;
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@ -97,7 +108,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
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/// <returns>Whether a hit was processed.</returns>
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protected bool UpdateJudgement(bool userTriggered)
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{
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IPartialJudgement partial = Judgement as IPartialJudgement;
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var partial = Judgement as IPartialJudgement;
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// Never re-process non-partial hits
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if (Judgement.Result != HitResult.None && partial == null)
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@ -169,7 +180,6 @@ namespace osu.Game.Rulesets.Objects.Drawables
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}
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private List<DrawableHitObject<TObject, TJudgement>> nestedHitObjects;
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protected IEnumerable<DrawableHitObject<TObject, TJudgement>> NestedHitObjects => nestedHitObjects;
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protected void AddNested(DrawableHitObject<TObject, TJudgement> h)
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@ -189,7 +189,7 @@ namespace osu.Game.Rulesets.UI
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public override IEnumerable<HitObject> Objects => Beatmap.HitObjects;
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protected override bool AllObjectsJudged => drawableObjects.All(h => h.Judgement.Result != HitResult.None);
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protected override bool AllObjectsJudged => drawableObjects.All(h => h.Judged);
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/// <summary>
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/// The playfield.
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