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Fix nested hitobjects not updating
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b047e05d86
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@ -77,6 +77,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
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/// </summary>
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public JudgementResult Result { get; private set; }
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private Bindable<double> startTimeBindable;
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private Bindable<int> comboIndexBindable;
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public override bool RemoveWhenNotAlive => false;
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@ -126,7 +127,10 @@ namespace osu.Game.Rulesets.Objects.Drawables
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{
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base.LoadComplete();
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Apply(HitObject);
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HitObject.DefaultsApplied += onDefaultsApplied;
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startTimeBindable = HitObject.StartTimeBindable.GetBoundCopy();
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startTimeBindable.BindValueChanged(_ => updateState(ArmedState.Idle, true));
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if (HitObject is IHasComboInformation combo)
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{
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@ -135,9 +139,12 @@ namespace osu.Game.Rulesets.Objects.Drawables
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}
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updateState(ArmedState.Idle, true);
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onDefaultsApplied();
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}
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protected void Apply(HitObject hitObject)
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private void onDefaultsApplied() => apply(HitObject);
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private void apply(HitObject hitObject)
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{
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#pragma warning disable 618 // can be removed 20200417
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if (GetType().GetMethod(nameof(AddNested), BindingFlags.NonPublic | BindingFlags.Instance)?.DeclaringType != typeof(DrawableHitObject))
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@ -493,6 +500,12 @@ namespace osu.Game.Rulesets.Objects.Drawables
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/// </summary>
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/// <param name="judgement">The <see cref="Judgement"/> that provides the scoring information.</param>
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protected virtual JudgementResult CreateResult(Judgement judgement) => new JudgementResult(HitObject, judgement);
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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HitObject.DefaultsApplied -= onDefaultsApplied;
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}
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}
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public abstract class DrawableHitObject<TObject> : DrawableHitObject
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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;
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using System.Collections.Generic;
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using System.Linq;
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using JetBrains.Annotations;
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@ -28,6 +29,11 @@ namespace osu.Game.Rulesets.Objects
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/// </summary>
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private const double control_point_leniency = 1;
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/// <summary>
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/// Invoked after <see cref="ApplyDefaults"/> has completed on this <see cref="HitObject"/>.
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/// </summary>
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public event Action DefaultsApplied;
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public readonly Bindable<double> StartTimeBindable = new Bindable<double>();
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/// <summary>
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@ -113,6 +119,8 @@ namespace osu.Game.Rulesets.Objects
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foreach (var h in nestedHitObjects)
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h.ApplyDefaults(controlPointInfo, difficulty);
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DefaultsApplied?.Invoke();
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}
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protected virtual void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
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