1
0
mirror of https://github.com/ppy/osu.git synced 2024-12-15 05:42:56 +08:00

Reduce the number of state updates

This commit is contained in:
smoogipoo 2020-11-13 14:33:23 +09:00
parent 38105ed6a2
commit 35329aa976

View File

@ -170,7 +170,6 @@ namespace osu.Game.Rulesets.Objects.Drawables
{
base.LoadComplete();
StartTimeBindable.BindValueChanged(_ => updateState(State.Value, true));
comboIndexBindable.BindValueChanged(_ => updateComboColour(), true);
updateState(ArmedState.Idle, true);
@ -220,6 +219,8 @@ namespace osu.Game.Rulesets.Objects.Drawables
}
StartTimeBindable.BindTo(HitObject.StartTimeBindable);
StartTimeBindable.BindValueChanged(onStartTimeChanged);
if (HitObject is IHasComboInformation combo)
comboIndexBindable.BindTo(combo.ComboIndexBindable);
@ -249,9 +250,11 @@ namespace osu.Game.Rulesets.Objects.Drawables
StartTimeBindable.UnbindFrom(HitObject.StartTimeBindable);
if (HitObject is IHasComboInformation combo)
comboIndexBindable.UnbindFrom(combo.ComboIndexBindable);
samplesBindable.UnbindFrom(HitObject.SamplesBindable);
// Changes in start time trigger state updates. When a new hitobject is applied, OnApply() automatically performs a state update anyway.
StartTimeBindable.ValueChanged -= onStartTimeChanged;
// When a new hitobject is applied, the samples will be cleared before re-populating.
// In order to stop this needless update, the event is unbound and re-bound as late as possible in Apply().
samplesBindable.CollectionChanged -= onSamplesChanged;
@ -330,6 +333,8 @@ namespace osu.Game.Rulesets.Objects.Drawables
private void onSamplesChanged(object sender, NotifyCollectionChangedEventArgs e) => LoadSamples();
private void onStartTimeChanged(ValueChangedEvent<double> startTime) => updateState(State.Value, true);
private void onNewResult(DrawableHitObject drawableHitObject, JudgementResult result) => OnNewResult?.Invoke(drawableHitObject, result);
private void onRevertResult(DrawableHitObject drawableHitObject, JudgementResult result) => OnRevertResult?.Invoke(drawableHitObject, result);