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Merge pull request #2741 from peppy/fix-object-ordering

Reverse order of exposed objects in HitObjectContainer
This commit is contained in:
Dan Balasescu 2018-06-11 18:19:46 +09:00 committed by GitHub
commit 45b00dee0e
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GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 11 additions and 9 deletions

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@ -277,8 +277,13 @@ namespace osu.Game.Rulesets.Mania.UI
if (action != Action)
return false;
var hitObject = HitObjects.Objects.LastOrDefault(h => h.HitObject.StartTime > Time.Current) ?? HitObjects.Objects.FirstOrDefault();
hitObject?.PlaySamples();
var nextObject =
HitObjects.AliveObjects.FirstOrDefault(h => h.HitObject.StartTime > Time.Current) ??
// fallback to non-alive objects to find next off-screen object
HitObjects.Objects.FirstOrDefault(h => h.HitObject.StartTime > Time.Current) ??
HitObjects.Objects.LastOrDefault();
nextObject?.PlaySamples();
return true;
}

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@ -64,9 +64,7 @@ namespace osu.Game.Rulesets.Osu.UI
public override void PostProcess()
{
connectionLayer.HitObjects = HitObjects.Objects
.Select(d => d.HitObject)
.OrderBy(h => h.StartTime).OfType<OsuHitObject>();
connectionLayer.HitObjects = HitObjects.Objects.Select(d => d.HitObject).OfType<OsuHitObject>();
}
private void onJudgement(DrawableHitObject judgedObject, Judgement judgement)

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@ -27,8 +27,7 @@ namespace osu.Game.Rulesets.Mods
public virtual void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
{
// todo: fix ordering of objects so we don't have to do this (#2740).
foreach (var d in drawables.Reverse().Skip(IncreaseFirstObjectVisibility ? 1 : 0))
foreach (var d in drawables.Skip(IncreaseFirstObjectVisibility ? 1 : 0))
d.ApplyCustomUpdateState += ApplyHiddenState;
}

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@ -11,8 +11,8 @@ namespace osu.Game.Rulesets.UI
{
public class HitObjectContainer : CompositeDrawable
{
public virtual IEnumerable<DrawableHitObject> Objects => InternalChildren.Cast<DrawableHitObject>();
public virtual IEnumerable<DrawableHitObject> AliveObjects => AliveInternalChildren.Cast<DrawableHitObject>();
public IEnumerable<DrawableHitObject> Objects => InternalChildren.Cast<DrawableHitObject>().OrderBy(h => h.HitObject.StartTime);
public IEnumerable<DrawableHitObject> AliveObjects => AliveInternalChildren.Cast<DrawableHitObject>().OrderBy(h => h.HitObject.StartTime);
public virtual void Add(DrawableHitObject hitObject) => AddInternal(hitObject);
public virtual bool Remove(DrawableHitObject hitObject) => RemoveInternal(hitObject);