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Remove usages of EF internals

This commit is contained in:
smoogipoo 2019-10-30 17:05:15 +09:00
parent 514c9f1eef
commit 45af796943
2 changed files with 13 additions and 4 deletions

View File

@ -3,7 +3,7 @@
using System;
using System.Collections.Generic;
using Microsoft.EntityFrameworkCore.Internal;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Audio.Track;
@ -153,7 +153,7 @@ namespace osu.Game.Tests.Visual.UserInterface
};
}
private IReadOnlyList<TimingControlPoint> timingPoints => Beatmap.Value.Beatmap.ControlPointInfo.TimingPoints;
private List<TimingControlPoint> timingPoints => Beatmap.Value.Beatmap.ControlPointInfo.TimingPoints.ToList();
private TimingControlPoint getNextTimingPoint(TimingControlPoint current)
{

View File

@ -3,7 +3,6 @@
using System;
using System.Linq;
using Microsoft.EntityFrameworkCore.Internal;
using osu.Framework.MathUtils;
using osu.Framework.Timing;
using osu.Game.Beatmaps;
@ -88,7 +87,17 @@ namespace osu.Game.Screens.Edit
if (direction < 0 && timingPoint.Time == CurrentTime)
{
// When going backwards and we're at the boundary of two timing points, we compute the seek distance with the timing point which we are seeking into
int activeIndex = ControlPointInfo.TimingPoints.IndexOf(timingPoint);
int activeIndex = -1;
for (int i = 0; i < ControlPointInfo.TimingPoints.Count; i++)
{
if (ControlPointInfo.TimingPoints[i] == timingPoint)
{
activeIndex = i;
break;
}
}
while (activeIndex > 0 && CurrentTime == timingPoint.Time)
timingPoint = ControlPointInfo.TimingPoints[--activeIndex];
}