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Reduce the number of state updates
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38105ed6a2
commit
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@ -170,7 +170,6 @@ namespace osu.Game.Rulesets.Objects.Drawables
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{
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base.LoadComplete();
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StartTimeBindable.BindValueChanged(_ => updateState(State.Value, true));
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comboIndexBindable.BindValueChanged(_ => updateComboColour(), true);
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updateState(ArmedState.Idle, true);
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@ -220,6 +219,8 @@ namespace osu.Game.Rulesets.Objects.Drawables
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}
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StartTimeBindable.BindTo(HitObject.StartTimeBindable);
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StartTimeBindable.BindValueChanged(onStartTimeChanged);
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if (HitObject is IHasComboInformation combo)
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comboIndexBindable.BindTo(combo.ComboIndexBindable);
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@ -249,9 +250,11 @@ namespace osu.Game.Rulesets.Objects.Drawables
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StartTimeBindable.UnbindFrom(HitObject.StartTimeBindable);
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if (HitObject is IHasComboInformation combo)
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comboIndexBindable.UnbindFrom(combo.ComboIndexBindable);
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samplesBindable.UnbindFrom(HitObject.SamplesBindable);
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// Changes in start time trigger state updates. When a new hitobject is applied, OnApply() automatically performs a state update anyway.
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StartTimeBindable.ValueChanged -= onStartTimeChanged;
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// When a new hitobject is applied, the samples will be cleared before re-populating.
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// In order to stop this needless update, the event is unbound and re-bound as late as possible in Apply().
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samplesBindable.CollectionChanged -= onSamplesChanged;
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@ -330,6 +333,8 @@ namespace osu.Game.Rulesets.Objects.Drawables
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private void onSamplesChanged(object sender, NotifyCollectionChangedEventArgs e) => LoadSamples();
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private void onStartTimeChanged(ValueChangedEvent<double> startTime) => updateState(State.Value, true);
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private void onNewResult(DrawableHitObject drawableHitObject, JudgementResult result) => OnNewResult?.Invoke(drawableHitObject, result);
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private void onRevertResult(DrawableHitObject drawableHitObject, JudgementResult result) => OnRevertResult?.Invoke(drawableHitObject, result);
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