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Add object-ordered hit policy
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osu.Game.Rulesets.Osu/UI/ObjectOrderedHitPolicy.cs
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55
osu.Game.Rulesets.Osu/UI/ObjectOrderedHitPolicy.cs
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@ -0,0 +1,55 @@
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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 System.Linq;
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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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namespace osu.Game.Rulesets.Osu.UI
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{
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/// <summary>
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/// Ensures that <see cref="HitObject"/>s are hit in order of appearance. The classic note lock.
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/// <remarks>
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/// Hits will be blocked until the previous <see cref="HitObject"/>s have been judged.
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/// </remarks>
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/// </summary>
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public class ObjectOrderedHitPolicy : IHitPolicy
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{
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private IEnumerable<DrawableHitObject> hitObjects;
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public void SetHitObjects(IEnumerable<DrawableHitObject> hitObjects) => this.hitObjects = hitObjects;
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public bool IsHittable(DrawableHitObject hitObject, double time) => enumerateHitObjectsUpTo(hitObject.HitObject.StartTime).All(obj => obj.AllJudged);
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public void HandleHit(DrawableHitObject hitObject)
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{
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}
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private IEnumerable<DrawableHitObject> enumerateHitObjectsUpTo(double targetTime)
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{
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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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switch (obj)
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{
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case DrawableSpinner _:
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continue;
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case DrawableSlider slider:
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yield return slider.HeadCircle;
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break;
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default:
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yield return obj;
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break;
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}
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}
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}
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}
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}
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@ -31,7 +31,7 @@ namespace osu.Game.Rulesets.Osu.UI
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private readonly ProxyContainer spinnerProxies;
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private readonly JudgementContainer<DrawableOsuJudgement> judgementLayer;
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private readonly FollowPointRenderer followPoints;
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private readonly StartTimeOrderedHitPolicy hitPolicy;
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private readonly IHitPolicy hitPolicy;
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public static readonly Vector2 BASE_SIZE = new Vector2(512, 384);
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@ -54,7 +54,7 @@ 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();
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hitPolicy = new ObjectOrderedHitPolicy();
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hitPolicy.SetHitObjects(HitObjectContainer.AliveObjects);
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var hitWindows = new OsuHitWindows();
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