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Merge pull request #26940 from EVAST9919/playfield-mods-alloc
Reduce allocation overhead in `Playfield`
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commit
108375975d
@ -247,10 +247,14 @@ namespace osu.Game.Rulesets.UI
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nestedPlayfields.Add(otherPlayfield);
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}
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private Mod[] mods;
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protected override void LoadComplete()
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{
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base.LoadComplete();
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mods = Mods?.ToArray();
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// in the case a consumer forgets to add the HitObjectContainer, we will add it here.
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if (HitObjectContainer.Parent == null)
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AddInternal(HitObjectContainer);
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@ -260,9 +264,9 @@ namespace osu.Game.Rulesets.UI
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{
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base.Update();
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if (!IsNested && Mods != null)
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if (!IsNested && mods != null)
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{
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foreach (var mod in Mods)
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foreach (Mod mod in mods)
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{
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if (mod is IUpdatableByPlayfield updatable)
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updatable.Update(this);
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@ -403,10 +407,13 @@ namespace osu.Game.Rulesets.UI
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// If this is the first time this DHO is being used, then apply the DHO mods.
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// This is done before Apply() so that the state is updated once when the hitobject is applied.
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if (Mods != null)
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if (mods != null)
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{
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foreach (var m in Mods.OfType<IApplicableToDrawableHitObject>())
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m.ApplyToDrawableHitObject(dho);
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foreach (Mod mod in mods)
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{
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if (mod is IApplicableToDrawableHitObject applicable)
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applicable.ApplyToDrawableHitObject(dho);
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}
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}
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}
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