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Further simplify non-transactional change logic

This commit is contained in:
Dean Herbert 2020-10-08 18:42:53 +09:00
parent 3114174e09
commit 4ccd751604

View File

@ -131,18 +131,9 @@ namespace osu.Game.Screens.Edit
mutableHitObjects.Insert(index, hitObject);
if (TransactionActive)
batchPendingInserts.Add(hitObject);
else
{
// must be run after any change to hitobject ordering
beatmapProcessor?.PreProcess();
processHitObject(hitObject);
beatmapProcessor?.PostProcess();
HitObjectAdded?.Invoke(hitObject);
SaveState();
}
BeginChange();
batchPendingInserts.Add(hitObject);
EndChange();
}
/// <summary>
@ -213,18 +204,9 @@ namespace osu.Game.Screens.Edit
bindable.UnbindAll();
startTimeBindables.Remove(hitObject);
if (TransactionActive)
batchPendingDeletes.Add(hitObject);
else
{
// must be run after any change to hitobject ordering
beatmapProcessor?.PreProcess();
processHitObject(hitObject);
beatmapProcessor?.PostProcess();
HitObjectRemoved?.Invoke(hitObject);
SaveState();
}
BeginChange();
batchPendingDeletes.Add(hitObject);
EndChange();
}
protected override void Update()