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Reduce hitobject size by removing lazy

This commit is contained in:
smoogipoo 2018-10-10 13:03:18 +09:00
parent 1125075b37
commit 417ebaeb85

View File

@ -1,11 +1,8 @@
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic;
using Newtonsoft.Json;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Lists;
using osu.Game.Audio;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
@ -58,10 +55,10 @@ namespace osu.Game.Rulesets.Objects
/// </summary>
public HitWindows HitWindows { get; set; }
private readonly Lazy<List<HitObject>> nestedHitObjects = new Lazy<List<HitObject>>(() => new List<HitObject>());
private readonly List<HitObject> nestedHitObjects = new List<HitObject>();
[JsonIgnore]
public IReadOnlyList<HitObject> NestedHitObjects => nestedHitObjects.Value;
public IReadOnlyList<HitObject> NestedHitObjects => nestedHitObjects;
/// <summary>
/// Applies default values to this HitObject.
@ -72,21 +69,17 @@ namespace osu.Game.Rulesets.Objects
{
ApplyDefaultsToSelf(controlPointInfo, difficulty);
if (nestedHitObjects.IsValueCreated)
nestedHitObjects.Value.Clear();
nestedHitObjects.Clear();
CreateNestedHitObjects();
if (nestedHitObjects.IsValueCreated)
{
nestedHitObjects.Value.Sort((h1, h2) => h1.StartTime.CompareTo(h2.StartTime));
nestedHitObjects.Sort((h1, h2) => h1.StartTime.CompareTo(h2.StartTime));
nestedHitObjects.Value.ForEach(h =>
{
h.HitWindows = HitWindows;
h.ApplyDefaults(controlPointInfo, difficulty);
});
}
nestedHitObjects.ForEach(h =>
{
h.HitWindows = HitWindows;
h.ApplyDefaults(controlPointInfo, difficulty);
});
}
protected virtual void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
@ -106,7 +99,7 @@ namespace osu.Game.Rulesets.Objects
{
}
protected void AddNested(HitObject hitObject) => nestedHitObjects.Value.Add(hitObject);
protected void AddNested(HitObject hitObject) => nestedHitObjects.Add(hitObject);
/// <summary>
/// Creates the <see cref="Judgement"/> that represents the scoring information for this <see cref="HitObject"/>.