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Reword and xmldoc some comments
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@ -17,11 +17,14 @@ namespace osu.Game.Rulesets.UI.Scrolling
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private readonly IBindable<double> timeRange = new BindableDouble();
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private readonly IBindable<ScrollingDirection> direction = new Bindable<ScrollingDirection>();
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// The lifetime of a hit object in this will be computed in next update.
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/// <summary>
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/// Hit objects which require lifetime computation in the next update call.
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/// </summary>
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private readonly HashSet<DrawableHitObject> toComputeLifetime = new HashSet<DrawableHitObject>();
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// The layout (length if IHasDuration, and nested object positions) of a hit object *not* in this set will be computed in next updated.
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// Only objects in `AliveObjects` are considered, to prevent a massive recomputation when scrolling speed or something changes.
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/// <summary>
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/// A set containing all <see cref="HitObjectContainer.AliveObjects"/> which have an up-to-date layout.
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/// </summary>
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private readonly HashSet<DrawableHitObject> layoutComputed = new HashSet<DrawableHitObject>();
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[Resolved]
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@ -223,8 +226,7 @@ namespace osu.Game.Rulesets.UI.Scrolling
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toComputeLifetime.Clear();
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// An assumption is that this update won't affect lifetime,
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// but this is satisfied in practice because otherwise the hit object won't be aligned to its `StartTime`.
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// only AliveObjects need to be considered for layout (reduces overhead in the case of scroll speed changes).
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foreach (var obj in AliveObjects)
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{
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if (layoutComputed.Contains(obj))
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