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Apply NRT to GameplaySampleTriggerSource
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@ -1,8 +1,6 @@
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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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#nullable disable
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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@ -31,8 +29,10 @@ namespace osu.Game.Rulesets.UI
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private readonly Container<SkinnableSound> hitSounds;
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private HitObjectLifetimeEntry? mostValidObject;
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[Resolved]
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private IGameplayClock gameplayClock { get; set; }
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private IGameplayClock gameplayClock { get; set; } = null!;
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public GameplaySampleTriggerSource(HitObjectContainer hitObjectContainer)
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{
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@ -45,14 +45,12 @@ namespace osu.Game.Rulesets.UI
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};
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}
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private HitObjectLifetimeEntry mostValidObject;
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/// <summary>
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/// Play the most appropriate hit sound for the current point in time.
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/// </summary>
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public virtual void Play()
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{
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var nextObject = GetMostValidObject();
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HitObject? nextObject = GetMostValidObject();
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if (nextObject == null)
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return;
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@ -71,7 +69,7 @@ namespace osu.Game.Rulesets.UI
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hitSound.Play();
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});
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protected HitObject GetMostValidObject()
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protected HitObject? GetMostValidObject()
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{
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if (mostValidObject == null || isAlreadyHit(mostValidObject))
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{
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