2021-10-01 11:56:03 +00:00
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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;
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namespace osu.Game.Rulesets.Difficulty
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{
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/// <summary>
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/// Wraps a <see cref="DifficultyAttributes"/> object and adds a time value for which the attribute is valid.
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2021-11-08 05:43:46 +00:00
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/// Output by DifficultyCalculator.CalculateTimed methods.
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2021-10-01 11:56:03 +00:00
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/// </summary>
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public class TimedDifficultyAttributes : IComparable<TimedDifficultyAttributes>
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{
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2021-11-02 08:17:14 +00:00
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/// <summary>
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2021-11-02 08:18:02 +00:00
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/// The non-clock-adjusted time value at which the attributes take effect.
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2021-11-02 08:17:14 +00:00
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/// </summary>
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2021-10-01 11:56:03 +00:00
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public readonly double Time;
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2021-11-02 08:17:14 +00:00
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/// <summary>
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/// The attributes.
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/// </summary>
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2021-10-01 11:56:03 +00:00
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public readonly DifficultyAttributes Attributes;
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2021-11-02 08:19:14 +00:00
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/// <summary>
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/// Creates new <see cref="TimedDifficultyAttributes"/>.
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/// </summary>
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/// <param name="time">The non-clock-adjusted time value at which the attributes take effect.</param>
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/// <param name="attributes">The attributes.</param>
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2021-10-01 11:56:03 +00:00
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public TimedDifficultyAttributes(double time, DifficultyAttributes attributes)
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{
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Time = time;
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Attributes = attributes;
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}
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public int CompareTo(TimedDifficultyAttributes other) => Time.CompareTo(other.Time);
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}
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}
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