mirror of https://github.com/ppy/osu
Use event instead of using custom pools (osu)
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@ -1,63 +0,0 @@
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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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using System.Linq;
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using osu.Framework.Graphics;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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namespace osu.Game.Rulesets.Osu.Edit
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{
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public class DrawableOsuEditPool<T> : DrawableOsuPool<T>
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where T : DrawableHitObject, new()
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{
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/// <summary>
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/// Hit objects are intentionally made to fade out at a constant slower rate than in gameplay.
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/// This allows a mapper to gain better historical context and use recent hitobjects as reference / snap points.
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/// </summary>
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private const double editor_hit_object_fade_out_extension = 700;
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public DrawableOsuEditPool(Func<DrawableHitObject, double, bool> checkHittable, Action<Drawable> onLoaded, int initialSize, int? maximumSize = null)
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: base(checkHittable, onLoaded, initialSize, maximumSize)
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{
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}
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protected override T CreateNewDrawable() => base.CreateNewDrawable().With(d => d.ApplyCustomUpdateState += updateState);
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private void updateState(DrawableHitObject hitObject, ArmedState state)
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{
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if (state == ArmedState.Idle)
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return;
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// adjust the visuals of certain object types to make them stay on screen for longer than usual.
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switch (hitObject)
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{
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default:
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// there are quite a few drawable hit types we don't want to extend (spinners, ticks etc.)
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return;
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case DrawableSlider _:
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// no specifics to sliders but let them fade slower below.
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break;
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case DrawableHitCircle circle: // also handles slider heads
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circle.ApproachCircle
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.FadeOutFromOne(editor_hit_object_fade_out_extension)
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.Expire();
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break;
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}
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// Get the existing fade out transform
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var existing = hitObject.Transforms.LastOrDefault(t => t.TargetMember == nameof(Alpha));
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if (existing == null)
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return;
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hitObject.RemoveTransform(existing);
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using (hitObject.BeginAbsoluteSequence(existing.StartTime))
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hitObject.FadeOut(editor_hit_object_fade_out_extension).Expire();
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}
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}
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}
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@ -2,9 +2,12 @@
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using osu.Framework.Graphics.Pooling;
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using System.Linq;
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using osu.Framework.Graphics;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Rulesets.UI;
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using osuTK;
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@ -26,8 +29,47 @@ private class OsuEditPlayfield : OsuPlayfield
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{
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protected override GameplayCursorContainer CreateCursor() => null;
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protected override DrawablePool<TDrawable> CreatePool<TDrawable>(int initialSize, int? maximumSize = null)
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=> new DrawableOsuEditPool<TDrawable>(CheckHittable, OnHitObjectLoaded, initialSize, maximumSize);
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public OsuEditPlayfield()
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{
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DrawableHitObjectAdded += d => d.ApplyCustomUpdateState += updateState;
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}
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private const double editor_hit_object_fade_out_extension = 700;
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private void updateState(DrawableHitObject hitObject, ArmedState state)
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{
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if (state == ArmedState.Idle)
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return;
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// adjust the visuals of certain object types to make them stay on screen for longer than usual.
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switch (hitObject)
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{
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default:
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// there are quite a few drawable hit types we don't want to extend (spinners, ticks etc.)
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return;
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case DrawableSlider _:
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// no specifics to sliders but let them fade slower below.
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break;
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case DrawableHitCircle circle: // also handles slider heads
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circle.ApproachCircle
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.FadeOutFromOne(editor_hit_object_fade_out_extension)
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.Expire();
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break;
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}
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// Get the existing fade out transform
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var existing = hitObject.Transforms.LastOrDefault(t => t.TargetMember == nameof(Alpha));
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if (existing == null)
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return;
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hitObject.RemoveTransform(existing);
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using (hitObject.BeginAbsoluteSequence(existing.StartTime))
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hitObject.FadeOut(editor_hit_object_fade_out_extension).Expire();
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}
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}
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}
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}
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@ -1,32 +0,0 @@
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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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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Pooling;
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using osu.Game.Rulesets.Objects.Drawables;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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public class DrawableOsuPool<T> : DrawablePool<T>
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where T : DrawableHitObject, new()
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{
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private readonly Func<DrawableHitObject, double, bool> checkHittable;
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private readonly Action<Drawable> onLoaded;
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public DrawableOsuPool(Func<DrawableHitObject, double, bool> checkHittable, Action<Drawable> onLoaded, int initialSize, int? maximumSize = null)
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: base(initialSize, maximumSize)
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{
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this.checkHittable = checkHittable;
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this.onLoaded = onLoaded;
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}
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protected override T CreateNewDrawable() => base.CreateNewDrawable().With(o =>
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{
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var osuObject = (DrawableOsuHitObject)(object)o;
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osuObject.CheckHittable = checkHittable;
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osuObject.OnLoadComplete += onLoaded;
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});
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}
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}
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@ -91,6 +91,15 @@ public OsuPlayfield()
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AddRangeInternal(poolDictionary.Values);
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NewResult += onNewResult;
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DrawableHitObjectAdded += onDrawableHitObjectAdded;
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}
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private void onDrawableHitObjectAdded(DrawableHitObject drawable)
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{
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if (!drawable.IsLoaded)
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drawable.OnLoadComplete += onDrawableHitObjectLoaded;
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((DrawableOsuHitObject)drawable).CheckHittable = CheckHittable;
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}
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[BackgroundDependencyLoader(true)]
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@ -98,28 +107,19 @@ private void load(OsuRulesetConfigManager config)
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{
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config?.BindWith(OsuRulesetSetting.PlayfieldBorderStyle, playfieldBorder.PlayfieldBorderStyle);
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registerPool<HitCircle, DrawableHitCircle>(10, 100);
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RegisterPool<HitCircle, DrawableHitCircle>(10, 100);
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registerPool<Slider, DrawableSlider>(10, 100);
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registerPool<SliderHeadCircle, DrawableSliderHead>(10, 100);
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registerPool<SliderTailCircle, DrawableSliderTail>(10, 100);
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registerPool<SliderTick, DrawableSliderTick>(10, 100);
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registerPool<SliderRepeat, DrawableSliderRepeat>(5, 50);
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RegisterPool<Slider, DrawableSlider>(10, 100);
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RegisterPool<SliderHeadCircle, DrawableSliderHead>(10, 100);
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RegisterPool<SliderTailCircle, DrawableSliderTail>(10, 100);
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RegisterPool<SliderTick, DrawableSliderTick>(10, 100);
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RegisterPool<SliderRepeat, DrawableSliderRepeat>(5, 50);
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registerPool<Spinner, DrawableSpinner>(2, 20);
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registerPool<SpinnerTick, DrawableSpinnerTick>(10, 100);
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registerPool<SpinnerBonusTick, DrawableSpinnerBonusTick>(10, 100);
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RegisterPool<Spinner, DrawableSpinner>(2, 20);
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RegisterPool<SpinnerTick, DrawableSpinnerTick>(10, 100);
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RegisterPool<SpinnerBonusTick, DrawableSpinnerBonusTick>(10, 100);
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}
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private void registerPool<TObject, TDrawable>(int initialSize, int? maximumSize = null)
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where TObject : HitObject
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where TDrawable : DrawableHitObject, new()
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=> RegisterPool<TObject, TDrawable>(CreatePool<TDrawable>(initialSize, maximumSize));
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protected virtual DrawablePool<TDrawable> CreatePool<TDrawable>(int initialSize, int? maximumSize = null)
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where TDrawable : DrawableHitObject, new()
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=> new DrawableOsuPool<TDrawable>(CheckHittable, OnHitObjectLoaded, initialSize, maximumSize);
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protected override HitObjectLifetimeEntry CreateLifetimeEntry(HitObject hitObject) => new OsuHitObjectLifetimeEntry(hitObject);
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protected override void OnHitObjectAdded(HitObject hitObject)
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@ -134,7 +134,7 @@ protected override void OnHitObjectRemoved(HitObject hitObject)
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followPoints.RemoveFollowPoints((OsuHitObject)hitObject);
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}
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public void OnHitObjectLoaded(Drawable drawable)
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private void onDrawableHitObjectLoaded(Drawable drawable)
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{
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switch (drawable)
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{
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