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Add a playfield method to retrieve all hitobjects
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@ -28,8 +28,7 @@ namespace osu.Game.Rulesets.Edit
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private RulesetContainer rulesetContainer;
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private readonly List<Container> layerContainers = new List<Container>();
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public IEnumerable<DrawableHitObject> HitObjects => rulesetContainer.Playfield.HitObjects.Objects;
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public IEnumerable<DrawableHitObject> AliveHitObjects => rulesetContainer.Playfield.HitObjects.AliveObjects;
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public IEnumerable<DrawableHitObject> HitObjects => rulesetContainer.Playfield.AllHitObjects;
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private readonly IBindable<WorkingBeatmap> beatmap = new Bindable<WorkingBeatmap>();
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@ -14,13 +14,22 @@ namespace osu.Game.Rulesets.UI
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public abstract class Playfield : ScalableContainer
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{
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/// <summary>
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/// The HitObjects contained in this Playfield.
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/// The <see cref="DrawableHitObject"/> contained in this Playfield.
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/// </summary>
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public HitObjectContainer HitObjects { get; private set; }
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private readonly Lazy<List<Playfield>> nestedPlayfields = new Lazy<List<Playfield>>();
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/// <summary>
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/// All the <see cref="DrawableHitObject"/>s contained in this <see cref="Playfield"/> and all <see cref="NestedPlayfields"/>.
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/// </summary>
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public IEnumerable<DrawableHitObject> AllHitObjects => HitObjects?.Objects.Concat(NestedPlayfields.SelectMany(p => p.AllHitObjects)) ?? Enumerable.Empty<DrawableHitObject>();
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/// <summary>
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/// All <see cref="Playfield"/>s nested inside this <see cref="Playfield"/>.
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/// </summary>
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public IEnumerable<Playfield> NestedPlayfields => nestedPlayfields.IsValueCreated ? nestedPlayfields.Value : Enumerable.Empty<Playfield>();
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private readonly Lazy<List<Playfield>> nestedPlayfields = new Lazy<List<Playfield>>();
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/// <summary>
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/// A container for keeping track of DrawableHitObjects.
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/// </summary>
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