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Add some tests
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osu.Game.Tests/Visual/Gameplay/TestScenePoolingRuleset.cs
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247
osu.Game.Tests/Visual/Gameplay/TestScenePoolingRuleset.cs
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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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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Input;
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using osu.Framework.Testing;
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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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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Difficulty;
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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.Rulesets.Objects.Legacy;
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using osu.Game.Rulesets.UI;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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public class TestScenePoolingRuleset : OsuTestScene
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{
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private const double time_between_objects = 1000;
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private TestDrawablePoolingRuleset drawableRuleset;
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[Test]
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public void TestReusedWithHitObjectsSpacedFarApart()
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{
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ManualClock clock = null;
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createTest(new Beatmap
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{
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HitObjects =
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{
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new HitObject(),
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new HitObject { StartTime = time_between_objects }
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}
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}, 1, () => new FramedClock(clock = new ManualClock()));
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DrawableTestHitObject firstObject = null;
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AddUntilStep("first object shown", () => this.ChildrenOfType<DrawableTestHitObject>().SingleOrDefault()?.HitObject == drawableRuleset.Beatmap.HitObjects[0]);
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AddStep("get DHO", () => firstObject = this.ChildrenOfType<DrawableTestHitObject>().Single());
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AddStep("fast forward to second object", () => clock.CurrentTime = drawableRuleset.Beatmap.HitObjects[1].StartTime);
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AddUntilStep("second object shown", () => this.ChildrenOfType<DrawableTestHitObject>().SingleOrDefault()?.HitObject == drawableRuleset.Beatmap.HitObjects[1]);
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AddAssert("DHO reused", () => this.ChildrenOfType<DrawableTestHitObject>().Single() == firstObject);
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}
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[Test]
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public void TestNotReusedWithHitObjectsSpacedClose()
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{
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ManualClock clock = null;
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createTest(new Beatmap
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{
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HitObjects =
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{
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new HitObject(),
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new HitObject { StartTime = 250 }
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}
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}, 2, () => new FramedClock(clock = new ManualClock()));
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AddStep("fast forward to second object", () => clock.CurrentTime = drawableRuleset.Beatmap.HitObjects[1].StartTime);
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AddUntilStep("two DHOs shown", () => this.ChildrenOfType<DrawableTestHitObject>().Count() == 2);
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AddAssert("DHOs have different hitobjects",
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() => this.ChildrenOfType<DrawableTestHitObject>().ElementAt(0).HitObject != this.ChildrenOfType<DrawableTestHitObject>().ElementAt(1).HitObject);
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}
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[Test]
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public void TestManyHitObjects()
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{
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var beatmap = new Beatmap();
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for (int i = 0; i < 500; i++)
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beatmap.HitObjects.Add(new HitObject { StartTime = i * 10 });
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createTest(beatmap, 100);
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AddUntilStep("any DHOs shown", () => this.ChildrenOfType<DrawableTestHitObject>().Any());
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AddUntilStep("no DHOs shown", () => !this.ChildrenOfType<DrawableTestHitObject>().Any());
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}
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private void createTest(IBeatmap beatmap, int poolSize, Func<IFrameBasedClock> createClock = null) => AddStep("create test", () =>
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{
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var ruleset = new TestPoolingRuleset();
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drawableRuleset = (TestDrawablePoolingRuleset)ruleset.CreateDrawableRulesetWith(CreateWorkingBeatmap(beatmap).GetPlayableBeatmap(ruleset.RulesetInfo));
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drawableRuleset.FrameStablePlayback = true;
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drawableRuleset.PoolSize = poolSize;
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Child = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Clock = createClock?.Invoke() ?? new FramedOffsetClock(Clock, false) { Offset = -Clock.CurrentTime },
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Child = drawableRuleset
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};
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});
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#region Ruleset
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private class TestPoolingRuleset : Ruleset
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{
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public override IEnumerable<Mod> GetModsFor(ModType type) => throw new NotImplementedException();
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public override DrawableRuleset CreateDrawableRulesetWith(IBeatmap beatmap, IReadOnlyList<Mod> mods = null) => new TestDrawablePoolingRuleset(this, beatmap, mods);
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public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new TestBeatmapConverter(beatmap, this);
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public override DifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => throw new NotImplementedException();
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public override string Description { get; } = string.Empty;
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public override string ShortName { get; } = string.Empty;
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}
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private class TestDrawablePoolingRuleset : DrawableRuleset<TestHitObject>
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{
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public int PoolSize;
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public TestDrawablePoolingRuleset(Ruleset ruleset, IBeatmap beatmap, IReadOnlyList<Mod> mods = null)
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: base(ruleset, beatmap, mods)
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{
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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RegisterPool<TestHitObject, DrawableTestHitObject>(PoolSize);
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}
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protected override bool PoolHitObjects => true;
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protected override HitObjectLifetimeEntry CreateLifetimeEntry(TestHitObject hitObject) => new TestHitObjectLifetimeEntry(hitObject);
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protected override PassThroughInputManager CreateInputManager() => new PassThroughInputManager();
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protected override Playfield CreatePlayfield() => new TestPlayfield();
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private class TestHitObjectLifetimeEntry : HitObjectLifetimeEntry
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{
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public TestHitObjectLifetimeEntry(HitObject hitObject)
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: base(hitObject)
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{
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}
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protected override double InitialLifetimeOffset => 0;
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}
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}
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private class TestPlayfield : Playfield
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{
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public TestPlayfield()
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{
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AddInternal(HitObjectContainer);
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}
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protected override GameplayCursorContainer CreateCursor() => null;
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}
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private class TestBeatmapConverter : BeatmapConverter<TestHitObject>
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{
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public TestBeatmapConverter(IBeatmap beatmap, Ruleset ruleset)
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: base(beatmap, ruleset)
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{
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}
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public override bool CanConvert() => true;
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protected override IEnumerable<TestHitObject> ConvertHitObject(HitObject original, IBeatmap beatmap, CancellationToken cancellationToken)
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{
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yield return new TestHitObject
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{
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StartTime = original.StartTime,
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Duration = 250
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};
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}
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}
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#endregion
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#region HitObject
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private class TestHitObject : ConvertHitObject
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{
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public double EndTime => StartTime + Duration;
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public double Duration { get; set; }
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}
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private class DrawableTestHitObject : DrawableHitObject<TestHitObject>
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{
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public DrawableTestHitObject()
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: base(null)
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{
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Anchor = Anchor.Centre;
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Origin = Anchor.Centre;
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Position = new Vector2(RNG.Next(-200, 200), RNG.Next(-200, 200));
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Size = new Vector2(50, 50);
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Colour = new Color4(RNG.NextSingle(), RNG.NextSingle(), RNG.NextSingle(), 1f);
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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AddInternal(new Circle
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{
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RelativeSizeAxes = Axes.Both,
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});
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}
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protected override void CheckForResult(bool userTriggered, double timeOffset)
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{
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if (timeOffset > HitObject.Duration)
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ApplyResult(r => r.Type = r.Judgement.MaxResult);
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}
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protected override void UpdateHitStateTransforms(ArmedState state)
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{
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base.UpdateHitStateTransforms(state);
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switch (state)
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{
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case ArmedState.Hit:
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case ArmedState.Miss:
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this.FadeOut(250);
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break;
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}
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}
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}
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#endregion
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}
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}
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