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Add SetHitObjects() to IHitPolicy instead of using ctor
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@ -1,6 +1,7 @@
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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.Collections.Generic;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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@ -8,6 +9,12 @@ namespace osu.Game.Rulesets.Osu.UI
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{
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public interface IHitPolicy
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{
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/// <summary>
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/// Sets the <see cref="DrawableHitObject"/>s which this <see cref="IHitPolicy"/> controls.
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/// </summary>
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/// <param name="hitObjects">An enumeration of the <see cref="DrawableHitObject"/>s.</param>
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void SetHitObjects(IEnumerable<DrawableHitObject> hitObjects);
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/// <summary>
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/// Determines whether a <see cref="DrawableHitObject"/> can be hit at a point in time.
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/// </summary>
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@ -54,7 +54,8 @@ namespace osu.Game.Rulesets.Osu.UI
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approachCircles = new ProxyContainer { RelativeSizeAxes = Axes.Both },
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};
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hitPolicy = new StartTimeOrderedHitPolicy(HitObjectContainer);
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hitPolicy = new StartTimeOrderedHitPolicy();
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hitPolicy.SetHitObjects(HitObjectContainer.AliveObjects);
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var hitWindows = new OsuHitWindows();
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@ -6,7 +6,6 @@ using System.Collections.Generic;
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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.Osu.Objects.Drawables;
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using osu.Game.Rulesets.UI;
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namespace osu.Game.Rulesets.Osu.UI
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{
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@ -20,12 +19,9 @@ namespace osu.Game.Rulesets.Osu.UI
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/// </summary>
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public class StartTimeOrderedHitPolicy : IHitPolicy
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{
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private readonly HitObjectContainer hitObjectContainer;
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private IEnumerable<DrawableHitObject> hitObjects;
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public StartTimeOrderedHitPolicy(HitObjectContainer hitObjectContainer)
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{
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this.hitObjectContainer = hitObjectContainer;
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}
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public void SetHitObjects(IEnumerable<DrawableHitObject> hitObjects) => this.hitObjects = hitObjects;
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public bool IsHittable(DrawableHitObject hitObject, double time)
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{
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@ -77,7 +73,7 @@ namespace osu.Game.Rulesets.Osu.UI
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private IEnumerable<DrawableHitObject> enumerateHitObjectsUpTo(double targetTime)
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{
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foreach (var obj in hitObjectContainer.AliveObjects)
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foreach (var obj in hitObjects)
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{
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if (obj.HitObject.StartTime >= targetTime)
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yield break;
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