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Fix incorrect sorting.
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@ -35,11 +35,37 @@ namespace osu.Game.Rulesets.Mania.Timing
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target.Add(hitObject);
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}
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protected override IComparer<Drawable> DepthComparer => new TimingChangeReverseStartTimeComparer();
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/// <summary>
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/// Finds the most applicable timing change that can contain a hit object.
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/// </summary>
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/// <param name="hitObject">The hit object to contain.</param>
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/// <returns>The last timing change which can contain <paramref name="hitObject"/>.</returns>
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private DrawableTimingChange timingChangeFor(DrawableHitObject hitObject) => Children.LastOrDefault(c => c.CanContain(hitObject)) ?? Children.FirstOrDefault();
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/// <returns>The last timing change which can contain <paramref name="hitObject"/>. Null if no timing change can contain the hit object.</returns>
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private DrawableTimingChange timingChangeFor(DrawableHitObject hitObject) => Children.FirstOrDefault(c => c.CanContain(hitObject));
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}
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/// <summary>
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/// Compares two timing changes by their start time, falling back to creation order if their start time is equal.
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/// This will compare the two timing changes in reverse order.
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/// </summary>
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public class TimingChangeReverseStartTimeComparer : Drawable.ReverseCreationOrderDepthComparer
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{
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public override int Compare(Drawable x, Drawable y)
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{
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var timingChangeX = x as DrawableTimingChange;
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var timingChangeY = y as DrawableTimingChange;
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// If either of the two drawables are not hit objects, fall back to the base comparer
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if (timingChangeX?.TimingChange == null || timingChangeY?.TimingChange == null)
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return base.Compare(x, y);
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// Compare by start time
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int i = timingChangeY.TimingChange.Time.CompareTo(timingChangeX.TimingChange.Time);
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if (i != 0)
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return i;
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return base.Compare(x, y);
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}
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}
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}
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