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Avoid passing beatmap in from editor when it's already present
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@ -452,7 +452,7 @@ namespace osu.Game.Screens.Edit
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pushEditorPlayer();
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}
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void pushEditorPlayer() => this.Push(new EditorPlayerLoader(this, playableBeatmap));
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void pushEditorPlayer() => this.Push(new EditorPlayerLoader(this));
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}
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/// <summary>
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@ -21,19 +21,17 @@ namespace osu.Game.Screens.Edit.GameplayTest
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{
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private readonly Editor editor;
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private readonly EditorState editorState;
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private readonly IBeatmap playableBeatmap;
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protected override UserActivity InitialActivity => new UserActivity.TestingBeatmap(Beatmap.Value.BeatmapInfo);
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[Resolved]
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private MusicController musicController { get; set; } = null!;
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public EditorPlayer(Editor editor, IBeatmap playableBeatmap)
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public EditorPlayer(Editor editor)
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: base(new PlayerConfiguration { ShowResults = false })
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{
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this.editor = editor;
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editorState = editor.GetState();
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this.playableBeatmap = playableBeatmap;
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}
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protected override GameplayClockContainer CreateGameplayClockContainer(WorkingBeatmap beatmap, double gameplayStart)
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@ -52,17 +50,7 @@ namespace osu.Game.Screens.Edit.GameplayTest
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{
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base.LoadComplete();
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var frame = new ReplayFrame { Header = new FrameHeader(new ScoreInfo(), new ScoreProcessorStatistics()) };
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foreach (var hitObject in enumerateHitObjects(playableBeatmap.HitObjects.Where(h => h.StartTime < editorState.Time)))
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{
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var judgement = hitObject.CreateJudgement();
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frame.Header.Statistics.TryAdd(judgement.MaxResult, 0);
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frame.Header.Statistics[judgement.MaxResult]++;
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}
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HealthProcessor.ResetFromReplayFrame(frame);
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ScoreProcessor.ResetFromReplayFrame(frame);
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markPreviousObjectsHit();
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ScoreProcessor.HasCompleted.BindValueChanged(completed =>
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{
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@ -75,6 +63,22 @@ namespace osu.Game.Screens.Edit.GameplayTest
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}, RESULTS_DISPLAY_DELAY);
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}
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});
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}
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private void markPreviousObjectsHit()
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{
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var frame = new ReplayFrame { Header = new FrameHeader(new ScoreInfo(), new ScoreProcessorStatistics()) };
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foreach (var hitObject in enumerateHitObjects(DrawableRuleset.Objects.Where(h => h.StartTime < editorState.Time)))
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{
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var judgement = hitObject.CreateJudgement();
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frame.Header.Statistics.TryAdd(judgement.MaxResult, 0);
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frame.Header.Statistics[judgement.MaxResult]++;
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}
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HealthProcessor.ResetFromReplayFrame(frame);
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ScoreProcessor.ResetFromReplayFrame(frame);
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static IEnumerable<HitObject> enumerateHitObjects(IEnumerable<HitObject> hitObjects)
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{
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@ -4,7 +4,6 @@
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Screens;
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using osu.Game.Beatmaps;
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using osu.Game.Screens.Menu;
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using osu.Game.Screens.Play;
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@ -15,8 +14,8 @@ namespace osu.Game.Screens.Edit.GameplayTest
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[Resolved]
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private OsuLogo osuLogo { get; set; } = null!;
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public EditorPlayerLoader(Editor editor, IBeatmap playableBeatmap)
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: base(() => new EditorPlayer(editor, playableBeatmap))
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public EditorPlayerLoader(Editor editor)
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: base(() => new EditorPlayer(editor))
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{
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}
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