mirror of
https://github.com/ppy/osu.git
synced 2024-12-14 18:42:56 +08:00
ComputePositions -> UpdatePositions
This commit is contained in:
parent
52e3ffff30
commit
11b943c820
@ -110,7 +110,7 @@ namespace osu.Game.Rulesets.UI.Scrolling
|
||||
base.UpdateAfterChildrenLife();
|
||||
|
||||
// We need to calculate this as soon as possible after lifetimes so that hitobjects get the final say in their positions
|
||||
speedChangeVisualiser.ComputePositions(AliveObjects, direction, Time.Current, TimeRange, DrawSize);
|
||||
speedChangeVisualiser.UpdatePositions(AliveObjects, direction, Time.Current, TimeRange, DrawSize);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -10,24 +10,23 @@ namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
|
||||
public interface ISpeedChangeVisualiser
|
||||
{
|
||||
/// <summary>
|
||||
/// Computes the states of <see cref="DrawableHitObject"/>s that are constant, such as lifetime and spatial length.
|
||||
/// Computes the states of <see cref="DrawableHitObject"/>s that remain constant while scrolling, such as lifetime and spatial length.
|
||||
/// This is invoked once whenever <paramref name="timeRange"/> or <paramref name="length"/> changes.
|
||||
/// </summary>
|
||||
/// <param name="hitObjects">The <see cref="DrawableHitObject"/>s whose states should be computed.</param>
|
||||
/// <param name="direction">The scrolling direction.</param>
|
||||
/// <param name="timeRange">The duration required to scroll through one length of the screen before any control point adjustments.</param>
|
||||
/// <param name="timeRange">The duration required to scroll through one length of the screen before any speed adjustments.</param>
|
||||
/// <param name="length">The length of the screen that is scrolled through.</param>
|
||||
void ComputeInitialStates(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction, double timeRange, Vector2 length);
|
||||
|
||||
/// <summary>
|
||||
/// Computes the states of <see cref="DrawableHitObject"/>s that change depending on <paramref name="currentTime"/>, such as position.
|
||||
/// This is invoked once per frame.
|
||||
/// Updates the positions of <see cref="DrawableHitObject"/>s, depending on the current time. This is invoked once per frame.
|
||||
/// </summary>
|
||||
/// <param name="hitObjects">The <see cref="DrawableHitObject"/>s whose states should be computed.</param>
|
||||
/// <param name="hitObjects">The <see cref="DrawableHitObject"/>s whose positions should be computed.</param>
|
||||
/// <param name="direction">The scrolling direction.</param>
|
||||
/// <param name="currentTime">The current time.</param>
|
||||
/// <param name="timeRange">The duration required to scroll through one length of the screen before any control point adjustments.</param>
|
||||
/// <param name="timeRange">The duration required to scroll through one length of the screen before any speed adjustments.</param>
|
||||
/// <param name="length">The length of the screen that is scrolled through.</param>
|
||||
void ComputePositions(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction, double currentTime, double timeRange, Vector2 length);
|
||||
void UpdatePositions(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction, double currentTime, double timeRange, Vector2 length);
|
||||
}
|
||||
}
|
||||
|
@ -52,12 +52,12 @@ namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
|
||||
ComputeInitialStates(obj.NestedHitObjects, direction, timeRange, length);
|
||||
|
||||
// Nested hitobjects don't need to scroll, but they do need accurate positions
|
||||
ComputePositions(obj.NestedHitObjects, direction, obj.HitObject.StartTime, timeRange, length);
|
||||
UpdatePositions(obj.NestedHitObjects, direction, obj.HitObject.StartTime, timeRange, length);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void ComputePositions(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction, double currentTime, double timeRange, Vector2 length)
|
||||
public void UpdatePositions(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction, double currentTime, double timeRange, Vector2 length)
|
||||
{
|
||||
foreach (var obj in hitObjects)
|
||||
{
|
||||
|
@ -53,12 +53,12 @@ namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
|
||||
ComputeInitialStates(obj.NestedHitObjects, direction, timeRange, length);
|
||||
|
||||
// Nested hitobjects don't need to scroll, but they do need accurate positions
|
||||
ComputePositions(obj.NestedHitObjects, direction, obj.HitObject.StartTime, timeRange, length);
|
||||
UpdatePositions(obj.NestedHitObjects, direction, obj.HitObject.StartTime, timeRange, length);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void ComputePositions(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction, double currentTime, double timeRange, Vector2 length)
|
||||
public void UpdatePositions(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction, double currentTime, double timeRange, Vector2 length)
|
||||
{
|
||||
var timelinePosition = positionAt(currentTime, timeRange);
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user