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Fix and add comments
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@ -26,6 +26,9 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour.Data
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/// </summary>
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public int Index;
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/// <summary>
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/// How long the mono pattern encoded within is
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/// </summary>
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public int RunLength => EncodedData.Count;
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}
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}
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@ -30,12 +30,9 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
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{
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coupledEncoding.Payload[0].Payload[0].EncodedData[0].Colour.CoupledColourEncoding = coupledEncoding;
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// TODO: Review this -
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// The outermost loop is kept a ForEach loop since it doesn't need index information, and we want to
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// keep i and j for ColourEncoding's and MonoEncoding's index respectively, to keep it in line with
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// documentation.
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// If we want uniformity for the outermost loop, it can be switched to a for loop with h or something
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// else as an index
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//
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// While parent and index should be part of the encoding process, they are assigned here instead due to
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// this being a simple one location to assign them.
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@ -17,9 +17,24 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
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/// </summary>
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public class TaikoDifficultyHitObject : DifficultyHitObject
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{
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/// <summary>
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/// The list of all <see cref="TaikoDifficultyHitObject"/> of the same colour as this <see cref="TaikoDifficultyHitObject"/> in the beatmap.
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/// </summary>
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private readonly IReadOnlyList<TaikoDifficultyHitObject>? monoDifficultyHitObjects;
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/// <summary>
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/// The index of this <see cref="TaikoDifficultyHitObject"/> in <see cref="monoDifficultyHitObjects"/>.
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/// </summary>
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public readonly int MonoIndex;
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/// <summary>
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/// The list of all <see cref="TaikoDifficultyHitObject"/> that is either a regular note or finisher in the beatmap
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/// </summary>
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private readonly IReadOnlyList<TaikoDifficultyHitObject> noteDifficultyHitObjects;
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/// <summary>
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/// The index of this <see cref="TaikoDifficultyHitObject"/> in <see cref="noteDifficultyHitObjects"/>.
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/// </summary>
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public readonly int NoteIndex;
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/// <summary>
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