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Make the min, max rank property to IBindable, so that they can't modify from outside
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@ -99,14 +99,18 @@ namespace osu.Game.Rulesets.Scoring
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private readonly Bindable<ScoreRank> rank = new Bindable<ScoreRank>(ScoreRank.X);
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private readonly Bindable<ScoreRank> rank = new Bindable<ScoreRank>(ScoreRank.X);
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/// <remarks>
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/// <remarks>
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/// Using the minimum accuracy as the data source to calculate the minimum rank.
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/// The minimum-achievable rank.
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/// </remarks>
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/// </remarks>
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public readonly Bindable<ScoreRank> MinimumRank = new Bindable<ScoreRank>(ScoreRank.X);
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public IBindable<ScoreRank> MinimumRank => minimumRank;
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private readonly Bindable<ScoreRank> minimumRank = new Bindable<ScoreRank>(ScoreRank.D);
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/// <remarks>
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/// <remarks>
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/// Using the maximum accuracy as the data source to calculate the minimum rank.
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/// The maximum-achievable rank.
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/// </remarks>
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/// </remarks>
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public readonly Bindable<ScoreRank> MaximumRank = new Bindable<ScoreRank>(ScoreRank.X);
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public IBindable<ScoreRank> MaximumRank => maximumRank;
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private readonly Bindable<ScoreRank> maximumRank = new Bindable<ScoreRank>(ScoreRank.X);
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/// <summary>
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/// <summary>
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/// The highest combo achieved by this score.
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/// The highest combo achieved by this score.
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@ -407,8 +411,8 @@ namespace osu.Game.Rulesets.Scoring
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}
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}
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rank.Value = newRank;
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rank.Value = newRank;
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MaximumRank.Value = newMaxRank;
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maximumRank.Value = newMaxRank;
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MinimumRank.Value = newMinRank;
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minimumRank.Value = newMinRank;
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}
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}
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protected virtual double ComputeTotalScore(double comboProgress, double accuracyProgress, double bonusPortion)
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protected virtual double ComputeTotalScore(double comboProgress, double accuracyProgress, double bonusPortion)
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