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Fix more incorectly named classes / files
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parent
b257a15409
commit
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5 changed files with 129 additions and 93 deletions
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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.Linq;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Catch.Difficulty;
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using osu.Game.Rulesets.Difficulty;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Skills;
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using osu.Game.Rulesets.Mods;
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namespace PerformanceCalculatorGUI;
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public class ExtendedCatchDifficultyCalculator : CatchDifficultyCalculator, IExtendedDifficultyCalculator
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{
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private Skill[] skills;
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public ExtendedCatchDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
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: base(ruleset, beatmap)
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{
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}
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public Skill[] GetSkills() => skills;
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public DifficultyHitObject[] GetDifficultyHitObjects(IBeatmap beatmap, double clockRate) => CreateDifficultyHitObjects(beatmap, clockRate).ToArray();
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protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
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{
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this.skills = skills;
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return base.CreateDifficultyAttributes(beatmap, mods, skills, clockRate);
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}
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}
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@ -1,93 +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.Linq;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Catch.Difficulty;
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using osu.Game.Rulesets.Difficulty;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Skills;
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using osu.Game.Rulesets.Mania.Difficulty;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu.Difficulty;
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using osu.Game.Rulesets.Taiko.Difficulty;
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namespace PerformanceCalculatorGUI
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{
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public class ExtendedOsuDifficultyCalculator : OsuDifficultyCalculator, IExtendedDifficultyCalculator
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{
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private Skill[] skills;
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public ExtendedOsuDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
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: base(ruleset, beatmap)
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{
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}
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public Skill[] GetSkills() => skills;
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public DifficultyHitObject[] GetDifficultyHitObjects(IBeatmap beatmap, double clockRate) => CreateDifficultyHitObjects(beatmap, clockRate).ToArray();
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protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
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{
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this.skills = skills;
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return base.CreateDifficultyAttributes(beatmap, mods, skills, clockRate);
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}
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}
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public class ExtendedTaikoDifficultyCalculator : TaikoDifficultyCalculator, IExtendedDifficultyCalculator
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{
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private Skill[] skills;
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public ExtendedTaikoDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
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: base(ruleset, beatmap)
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{
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}
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public Skill[] GetSkills() => skills;
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public DifficultyHitObject[] GetDifficultyHitObjects(IBeatmap beatmap, double clockRate) => CreateDifficultyHitObjects(beatmap, clockRate).ToArray();
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protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
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{
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this.skills = skills;
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return base.CreateDifficultyAttributes(beatmap, mods, skills, clockRate);
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}
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}
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public class ExtendedCatchDifficultyCalculator : CatchDifficultyCalculator, IExtendedDifficultyCalculator
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{
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private Skill[] skills;
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public ExtendedCatchDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
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: base(ruleset, beatmap)
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{
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}
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public Skill[] GetSkills() => skills;
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public DifficultyHitObject[] GetDifficultyHitObjects(IBeatmap beatmap, double clockRate) => CreateDifficultyHitObjects(beatmap, clockRate).ToArray();
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protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
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{
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this.skills = skills;
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return base.CreateDifficultyAttributes(beatmap, mods, skills, clockRate);
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}
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}
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public class ExtendedManiaDifficultyCalculator : ManiaDifficultyCalculator, IExtendedDifficultyCalculator
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{
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private Skill[] skills;
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public ExtendedManiaDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
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: base(ruleset, beatmap)
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{
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}
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public Skill[] GetSkills() => skills;
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public DifficultyHitObject[] GetDifficultyHitObjects(IBeatmap beatmap, double clockRate) => CreateDifficultyHitObjects(beatmap, clockRate).ToArray();
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protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
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{
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this.skills = skills;
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return base.CreateDifficultyAttributes(beatmap, mods, skills, clockRate);
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}
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}
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}
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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.Linq;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Difficulty;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Skills;
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using osu.Game.Rulesets.Mania.Difficulty;
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using osu.Game.Rulesets.Mods;
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namespace PerformanceCalculatorGUI
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{
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public class ExtendedManiaDifficultyCalculator : ManiaDifficultyCalculator, IExtendedDifficultyCalculator
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{
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private Skill[] skills;
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public ExtendedManiaDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
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: base(ruleset, beatmap)
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{
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}
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public Skill[] GetSkills() => skills;
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public DifficultyHitObject[] GetDifficultyHitObjects(IBeatmap beatmap, double clockRate) => CreateDifficultyHitObjects(beatmap, clockRate).ToArray();
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protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
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{
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this.skills = skills;
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return base.CreateDifficultyAttributes(beatmap, mods, skills, clockRate);
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}
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}
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}
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32
PerformanceCalculatorGUI/ExtendedOsuDifficultyCalculator.cs
Normal file
32
PerformanceCalculatorGUI/ExtendedOsuDifficultyCalculator.cs
Normal file
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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.Linq;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Difficulty;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Skills;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu.Difficulty;
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namespace PerformanceCalculatorGUI;
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public class ExtendedOsuDifficultyCalculator : OsuDifficultyCalculator, IExtendedDifficultyCalculator
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{
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private Skill[] skills;
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public ExtendedOsuDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
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: base(ruleset, beatmap)
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{
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}
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public Skill[] GetSkills() => skills;
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public DifficultyHitObject[] GetDifficultyHitObjects(IBeatmap beatmap, double clockRate) => CreateDifficultyHitObjects(beatmap, clockRate).ToArray();
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protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
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{
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this.skills = skills;
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return base.CreateDifficultyAttributes(beatmap, mods, skills, clockRate);
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}
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}
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@ -0,0 +1,32 @@
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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.Linq;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Difficulty;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Skills;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Taiko.Difficulty;
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namespace PerformanceCalculatorGUI;
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public class ExtendedTaikoDifficultyCalculator : TaikoDifficultyCalculator, IExtendedDifficultyCalculator
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{
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private Skill[] skills;
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public ExtendedTaikoDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
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: base(ruleset, beatmap)
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{
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}
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public Skill[] GetSkills() => skills;
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public DifficultyHitObject[] GetDifficultyHitObjects(IBeatmap beatmap, double clockRate) => CreateDifficultyHitObjects(beatmap, clockRate).ToArray();
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protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
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{
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this.skills = skills;
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return base.CreateDifficultyAttributes(beatmap, mods, skills, clockRate);
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}
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}
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