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Minor refactoring to reduce amount of looping
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@ -2,7 +2,6 @@
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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 System.Linq;
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namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour.Data
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{
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@ -32,11 +31,6 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour.Data
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/// </summary>
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public TaikoDifficultyHitObject FirstHitObject => MonoStreaks[0].FirstHitObject;
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/// <summary>
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/// All <see cref="TaikoDifficultyHitObject"/>s in this <see cref="AlternatingMonoPattern"/>.
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/// </summary>
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public IEnumerable<TaikoDifficultyHitObject> AllHitObjects => MonoStreaks.SelectMany(streak => streak.HitObjects);
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/// <summary>
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/// Determine if this <see cref="AlternatingMonoPattern"/> is a repetition of another <see cref="AlternatingMonoPattern"/>. This
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/// is a strict comparison and is true if and only if the colour sequence is exactly the same.
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@ -2,7 +2,6 @@
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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 System.Collections.Generic;
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namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour.Data
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@ -28,11 +27,6 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour.Data
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/// </summary>
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public TaikoDifficultyHitObject FirstHitObject => AlternatingMonoPatterns[0].FirstHitObject;
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/// <summary>
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/// All <see cref="TaikoDifficultyHitObject"/>s in this <see cref="RepeatingHitPatterns"/>.
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/// </summary>
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public IEnumerable<TaikoDifficultyHitObject> AllHitObjects => AlternatingMonoPatterns.SelectMany(pattern => pattern.AllHitObjects);
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/// <summary>
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/// The previous <see cref="RepeatingHitPatterns"/>. This is used to determine the repetition interval.
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/// </summary>
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@ -24,11 +24,6 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
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// Assign indexing and encoding data to all relevant objects.
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foreach (var repeatingHitPattern in hitPatterns)
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{
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foreach (var hitObject in repeatingHitPattern.AllHitObjects)
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{
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hitObject.Colour.RepeatingHitPattern = repeatingHitPattern;
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}
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// The outermost loop is kept a ForEach loop since it doesn't need index information, and we want to
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// keep i and j for AlternatingMonoPattern's and MonoStreak's index respectively, to keep it in line with
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// documentation.
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@ -38,11 +33,6 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
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monoPattern.Parent = repeatingHitPattern;
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monoPattern.Index = i;
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foreach (var hitObject in monoPattern.AllHitObjects)
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{
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hitObject.Colour.AlternatingMonoPattern = monoPattern;
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}
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for (int j = 0; j < monoPattern.MonoStreaks.Count; ++j)
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{
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MonoStreak monoStreak = monoPattern.MonoStreaks[j];
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@ -51,6 +41,8 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
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foreach (var hitObject in monoStreak.HitObjects)
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{
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hitObject.Colour.RepeatingHitPattern = repeatingHitPattern;
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hitObject.Colour.AlternatingMonoPattern = monoPattern;
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hitObject.Colour.MonoStreak = monoStreak;
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}
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}
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