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Fix follow point animations in legacy skins not always starting at correct point in time
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@ -1,9 +1,8 @@
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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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#nullable disable
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using System;
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using System.Diagnostics;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Pooling;
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using osu.Game.Rulesets.Objects;
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@ -21,32 +20,36 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Connections
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public const int SPACING = 32;
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public const double PREEMPT = 800;
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public DrawablePool<FollowPoint> Pool;
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public DrawablePool<FollowPoint>? Pool { private get; set; }
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protected override void OnApply(FollowPointLifetimeEntry entry)
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{
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base.OnApply(entry);
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entry.Invalidated += onEntryInvalidated;
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refreshPoints();
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entry.Invalidated += scheduleRefresh;
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// Our clock may not be correct at this point if `LoadComplete` has not run yet.
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// Without a schedule, animations referencing FollowPoint's clock (see `IAnimationTimeReference`) would be incorrect on first pool usage.
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scheduleRefresh();
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}
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protected override void OnFree(FollowPointLifetimeEntry entry)
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{
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base.OnFree(entry);
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entry.Invalidated -= onEntryInvalidated;
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entry.Invalidated -= scheduleRefresh;
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// Return points to the pool.
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ClearInternal(false);
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}
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private void onEntryInvalidated() => Scheduler.AddOnce(refreshPoints);
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private void refreshPoints()
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private void scheduleRefresh() => Scheduler.AddOnce(() =>
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{
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Debug.Assert(Pool != null);
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ClearInternal(false);
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var entry = Entry;
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if (entry?.End == null) return;
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OsuHitObject start = entry.Start;
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@ -95,7 +98,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Connections
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}
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entry.LifetimeEnd = finalTransformEndTime;
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}
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});
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/// <summary>
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/// Computes the fade time of follow point positioned between two hitobjects.
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