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Add bindables for IHasComboInformation properties
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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 osu.Framework.Bindables;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Catch.Beatmaps;
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@ -37,9 +38,21 @@ namespace osu.Game.Rulesets.Catch.Objects
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public int ComboOffset { get; set; }
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public int IndexInCurrentCombo { get; set; }
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public Bindable<int> IndexInCurrentComboBindable { get; } = new Bindable<int>();
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public int ComboIndex { get; set; }
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public int IndexInCurrentCombo
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{
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get => IndexInCurrentComboBindable.Value;
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set => IndexInCurrentComboBindable.Value = value;
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}
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public Bindable<int> ComboIndexBindable { get; } = new Bindable<int>();
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public int ComboIndex
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{
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get => ComboIndexBindable.Value;
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set => ComboIndexBindable.Value = value;
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}
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/// <summary>
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/// Difference between the distance to the next object
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@ -48,10 +61,16 @@ namespace osu.Game.Rulesets.Catch.Objects
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/// </summary>
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public float DistanceToHyperDash { get; set; }
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public Bindable<bool> LastInComboBindable { get; } = new Bindable<bool>();
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/// <summary>
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/// The next fruit starts a new combo. Used for explodey.
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/// </summary>
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public virtual bool LastInCombo { get; set; }
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public virtual bool LastInCombo
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{
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get => LastInComboBindable.Value;
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set => LastInComboBindable.Value = value;
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}
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public float Scale { get; set; } = 1;
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@ -58,13 +58,37 @@ namespace osu.Game.Rulesets.Osu.Objects
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public virtual bool NewCombo { get; set; }
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public int ComboOffset { get; set; }
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public readonly Bindable<int> ComboOffsetBindable = new Bindable<int>();
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public virtual int IndexInCurrentCombo { get; set; }
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public int ComboOffset
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{
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get => ComboOffsetBindable.Value;
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set => ComboOffsetBindable.Value = value;
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}
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public virtual int ComboIndex { get; set; }
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public Bindable<int> IndexInCurrentComboBindable { get; } = new Bindable<int>();
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public bool LastInCombo { get; set; }
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public virtual int IndexInCurrentCombo
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{
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get => IndexInCurrentComboBindable.Value;
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set => IndexInCurrentComboBindable.Value = value;
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}
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public Bindable<int> ComboIndexBindable { get; } = new Bindable<int>();
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public virtual int ComboIndex
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{
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get => ComboIndexBindable.Value;
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set => ComboIndexBindable.Value = value;
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}
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public Bindable<bool> LastInComboBindable { get; } = new Bindable<bool>();
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public bool LastInCombo
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{
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get => LastInComboBindable.Value;
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set => LastInComboBindable.Value = value;
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}
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protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
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{
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@ -1,6 +1,8 @@
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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 osu.Framework.Bindables;
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namespace osu.Game.Rulesets.Objects.Types
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{
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/// <summary>
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@ -8,16 +10,22 @@ namespace osu.Game.Rulesets.Objects.Types
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/// </summary>
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public interface IHasComboInformation : IHasCombo
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{
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Bindable<int> IndexInCurrentComboBindable { get; }
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/// <summary>
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/// The offset of this hitobject in the current combo.
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/// </summary>
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int IndexInCurrentCombo { get; set; }
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Bindable<int> ComboIndexBindable { get; }
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/// <summary>
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/// The offset of this combo in relation to the beatmap.
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/// </summary>
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int ComboIndex { get; set; }
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Bindable<bool> LastInComboBindable { get; }
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/// <summary>
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/// Whether this is the last object in the current combo.
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/// </summary>
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