mirror of https://github.com/ppy/osu
Add missing access modifiers.
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@ -13,7 +13,7 @@
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namespace osu.Desktop.VisualTests.Tests
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{
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class TestCaseReplay : TestCasePlayer
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internal class TestCaseReplay : TestCasePlayer
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{
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private WorkingBeatmap beatmap;
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@ -67,7 +67,7 @@ private void dragDrop(DragEventArgs e)
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});
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}
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static readonly string[] allowed_extensions = { @".osz", @".osr" };
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private static readonly string[] allowed_extensions = { @".osz", @".osr" };
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private void dragEnter(DragEventArgs e)
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{
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@ -15,9 +15,9 @@ namespace osu.Game.Modes.Osu
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{
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public class OsuAutoReplay : LegacyReplay
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{
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static readonly Vector2 spinner_centre = new Vector2(256, 192);
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private static readonly Vector2 spinner_centre = new Vector2(256, 192);
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const float spin_radius = 50;
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private const float spin_radius = 50;
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private Beatmap beatmap;
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@ -17,7 +17,7 @@ namespace osu.Game.IO.Legacy
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/// handle null strings and simplify use with ISerializable. </summary>
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public class SerializationReader : BinaryReader
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{
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Stream stream;
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private Stream stream;
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public SerializationReader(Stream s)
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: base(s, Encoding.UTF8)
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@ -58,7 +58,7 @@ public class LegacyReplayInputHandler : ReplayInputHandler
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public LegacyReplayFrame CurrentFrame => !hasFrames ? null : replayContent[currentFrameIndex];
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public LegacyReplayFrame NextFrame => !hasFrames ? null : replayContent[nextFrameIndex];
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int currentFrameIndex;
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private int currentFrameIndex;
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private int nextFrameIndex => MathHelper.Clamp(currentFrameIndex + (currentDirection > 0 ? 1 : -1), 0, replayContent.Count - 1);
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@ -125,8 +125,8 @@ public override List<InputState> GetPendingStates()
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private const double sixty_frame_time = 1000.0 / 60;
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double currentTime;
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int currentDirection;
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private double currentTime;
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private int currentDirection;
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/// <summary>
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/// When set, we will ensure frames executed by nested drawables are frame-accurate to replay data.
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@ -136,7 +136,7 @@ public override List<InputState> GetPendingStates()
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private bool hasFrames => replayContent.Count > 0;
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bool inImportantSection =>
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private bool inImportantSection =>
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FrameAccuratePlayback &&
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//a button is in a pressed state
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(currentDirection > 0 ? CurrentFrame : NextFrame)?.ButtonState > LegacyButtonState.None &&
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