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Fix incorrect fallback logic
Regressed when attempting to share implementation of binary search.
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@ -207,7 +207,7 @@ namespace osu.Game.Beatmaps.ControlPoints
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/// </summary>
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/// </summary>
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/// <param name="list">The list to search.</param>
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/// <param name="list">The list to search.</param>
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/// <param name="time">The time to find the control point at.</param>
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/// <param name="time">The time to find the control point at.</param>
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/// <returns>The active control point at <paramref name="time"/>.</returns>
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/// <returns>The active control point at <paramref name="time"/>. Will return <c>null</c> if there are no control points, or if the time is before the first control point.</returns>
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public static T BinarySearch<T>(IReadOnlyList<T> list, double time)
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public static T BinarySearch<T>(IReadOnlyList<T> list, double time)
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where T : class, IControlPoint
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where T : class, IControlPoint
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{
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{
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@ -4,6 +4,7 @@
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#nullable disable
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#nullable disable
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using System;
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using System;
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using System.Linq;
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using osu.Framework.Lists;
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using osu.Framework.Lists;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Timing;
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using osu.Game.Rulesets.Timing;
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@ -73,6 +74,13 @@ namespace osu.Game.Rulesets.UI.Scrolling.Algorithms
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/// </summary>
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/// </summary>
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/// <param name="time">The time which the <see cref="MultiplierControlPoint"/> should affect.</param>
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/// <param name="time">The time which the <see cref="MultiplierControlPoint"/> should affect.</param>
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/// <returns>The <see cref="MultiplierControlPoint"/>.</returns>
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/// <returns>The <see cref="MultiplierControlPoint"/>.</returns>
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private MultiplierControlPoint controlPointAt(double time) => ControlPointInfo.BinarySearch(controlPoints, time) ?? new MultiplierControlPoint(double.NegativeInfinity);
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private MultiplierControlPoint controlPointAt(double time)
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{
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return ControlPointInfo.BinarySearch(controlPoints, time)
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// The standard binary search will fail if there's no control points, or if the time is before the first.
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// For this method, we want to use the first control point in the latter case.
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?? controlPoints.FirstOrDefault()
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?? new MultiplierControlPoint(double.NegativeInfinity);
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}
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}
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}
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}
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}
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