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Simplify implementation

This commit is contained in:
Bartłomiej Dach 2024-03-28 10:12:27 +01:00
parent a9cbabf711
commit 2f786ffc32
No known key found for this signature in database
2 changed files with 20 additions and 22 deletions

View File

@ -77,13 +77,16 @@ namespace osu.Game.Rulesets.Catch.Edit
public override bool HandleReverse()
{
var hitObjects = EditorBeatmap.SelectedHitObjects
.OfType<CatchHitObject>()
.OrderBy(obj => obj.StartTime)
.ToList();
.OfType<CatchHitObject>()
.OrderBy(obj => obj.StartTime)
.ToList();
double selectionStartTime = SelectedItems.Min(h => h.StartTime);
double selectionEndTime = SelectedItems.Max(h => h.GetEndTime());
// the expectation is that even if the objects themselves are reversed temporally,
// the position of new combos in the selection should remain the same.
// preserve it for later before doing the reversal.
var newComboOrder = hitObjects.Select(obj => obj.NewCombo).ToList();
foreach (var h in hitObjects)
@ -99,15 +102,11 @@ namespace osu.Game.Rulesets.Catch.Edit
}
}
// re-order objects again after flipping their times
hitObjects = [.. hitObjects.OrderBy(obj => obj.StartTime)];
// re-order objects by start time again after reversing, and restore new combo flag positioning
hitObjects = hitObjects.OrderBy(obj => obj.StartTime).ToList();
int i = 0;
foreach (bool newCombo in newComboOrder)
{
hitObjects[i].NewCombo = newCombo;
i++;
}
for (int i = 0; i < hitObjects.Count; ++i)
hitObjects[i].NewCombo = newComboOrder[i];
return true;
}

View File

@ -79,15 +79,18 @@ namespace osu.Game.Rulesets.Osu.Edit
public override bool HandleReverse()
{
var hitObjects = EditorBeatmap.SelectedHitObjects
.OfType<OsuHitObject>()
.OrderBy(obj => obj.StartTime)
.ToList();
.OfType<OsuHitObject>()
.OrderBy(obj => obj.StartTime)
.ToList();
double endTime = hitObjects.Max(h => h.GetEndTime());
double startTime = hitObjects.Min(h => h.StartTime);
bool moreThanOneObject = hitObjects.Count > 1;
// the expectation is that even if the objects themselves are reversed temporally,
// the position of new combos in the selection should remain the same.
// preserve it for later before doing the reversal.
var newComboOrder = hitObjects.Select(obj => obj.NewCombo).ToList();
foreach (var h in hitObjects)
@ -102,15 +105,11 @@ namespace osu.Game.Rulesets.Osu.Edit
}
}
// re-order objects again after flipping their times
hitObjects = [.. hitObjects.OrderBy(obj => obj.StartTime)];
// re-order objects by start time again after reversing, and restore new combo flag positioning
hitObjects = hitObjects.OrderBy(obj => obj.StartTime).ToList();
int i = 0;
foreach (bool newCombo in newComboOrder)
{
hitObjects[i].NewCombo = newCombo;
i++;
}
for (int i = 0; i < hitObjects.Count; ++i)
hitObjects[i].NewCombo = newComboOrder[i];
return true;
}