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Add HitType property to MonoStreak
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+1
-2
@@ -35,8 +35,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour.Data
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{
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return HasIdenticalMonoLength(other) &&
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other.MonoStreaks.Count == MonoStreaks.Count &&
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(other.MonoStreaks[0].HitObjects[0].BaseObject as Hit)?.Type ==
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(MonoStreaks[0].HitObjects[0].BaseObject as Hit)?.Type;
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other.MonoStreaks[0].HitType == MonoStreaks[0].HitType;
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}
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/// <summary>
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@@ -9,7 +9,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour.Data
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{
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/// <summary>
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/// Encode colour information for a sequence of <see cref="TaikoDifficultyHitObject"/>s. Consecutive <see cref="TaikoDifficultyHitObject"/>s
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/// of the same <see cref="HitType"/> are encoded within the same <see cref="MonoStreak"/>.
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/// of the same <see cref="Objects.HitType"/> are encoded within the same <see cref="MonoStreak"/>.
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/// </summary>
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public class MonoStreak
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{
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@@ -28,6 +28,8 @@ 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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public HitType? HitType => (HitObjects[0].BaseObject as Hit)?.Type;
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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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