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Ensure past drawable objects also get their results populated in editor test play
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@ -48,6 +48,7 @@ namespace osu.Game.Screens.Edit.GameplayTest
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base.LoadComplete();
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markPreviousObjectsHit();
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markVisibleDrawableObjectsHit();
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ScoreProcessor.HasCompleted.BindValueChanged(completed =>
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{
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@ -67,9 +68,10 @@ namespace osu.Game.Screens.Edit.GameplayTest
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foreach (var hitObject in enumerateHitObjects(DrawableRuleset.Objects, editorState.Time))
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{
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var judgement = hitObject.Judgement;
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var result = new JudgementResult(hitObject, judgement) { Type = judgement.MaxResult };
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HealthProcessor.ApplyResult(new JudgementResult(hitObject, judgement) { Type = judgement.MaxResult });
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ScoreProcessor.ApplyResult(new JudgementResult(hitObject, judgement) { Type = judgement.MaxResult });
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HealthProcessor.ApplyResult(result);
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ScoreProcessor.ApplyResult(result);
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}
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static IEnumerable<HitObject> enumerateHitObjects(IEnumerable<HitObject> hitObjects, double cutoffTime)
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@ -88,6 +90,40 @@ namespace osu.Game.Screens.Edit.GameplayTest
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}
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}
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private void markVisibleDrawableObjectsHit()
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{
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if (!DrawableRuleset.Playfield.IsLoaded)
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{
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Schedule(markVisibleDrawableObjectsHit);
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return;
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}
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foreach (var drawableObjectEntry in enumerateDrawableEntries(
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DrawableRuleset.Playfield.AllHitObjects
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.Select(ho => ho.Entry)
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.Where(e => e != null)
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.Cast<HitObjectLifetimeEntry>(), editorState.Time))
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{
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drawableObjectEntry.Result = new JudgementResult(drawableObjectEntry.HitObject, drawableObjectEntry.HitObject.Judgement)
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{ Type = drawableObjectEntry.HitObject.Judgement.MaxResult };
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}
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static IEnumerable<HitObjectLifetimeEntry> enumerateDrawableEntries(IEnumerable<HitObjectLifetimeEntry> entries, double cutoffTime)
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{
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foreach (var entry in entries)
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{
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foreach (var nested in enumerateDrawableEntries(entry.NestedEntries, cutoffTime))
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{
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if (nested.HitObject.GetEndTime() < cutoffTime)
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yield return nested;
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}
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if (entry.HitObject.GetEndTime() < cutoffTime)
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yield return entry;
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}
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}
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}
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protected override void PrepareReplay()
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{
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// don't record replays.
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