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Remove EquivalentTo() and Equals()
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@ -5,7 +5,7 @@ using System;
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namespace osu.Game.Beatmaps.ControlPoints
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{
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public abstract class ControlPoint : IComparable<ControlPoint>, IEquatable<ControlPoint>
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public abstract class ControlPoint : IComparable<ControlPoint>
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{
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/// <summary>
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/// The time at which the control point takes effect.
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@ -18,13 +18,6 @@ namespace osu.Game.Beatmaps.ControlPoints
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public int CompareTo(ControlPoint other) => Time.CompareTo(other.Time);
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/// <summary>
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/// Whether this control point is equivalent to another, ignoring time.
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/// </summary>
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/// <param name="other">Another control point to compare with.</param>
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/// <returns>Whether equivalent.</returns>
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public abstract bool EquivalentTo(ControlPoint other);
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/// <summary>
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/// Whether this control point results in a meaningful change when placed after another.
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/// </summary>
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@ -32,7 +25,5 @@ namespace osu.Game.Beatmaps.ControlPoints
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/// <param name="time">The time this control point will be placed at if it is added.</param>
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/// <returns>Whether redundant.</returns>
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public abstract bool IsRedundant(ControlPoint existing, double time);
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public bool Equals(ControlPoint other) => Time == other?.Time && EquivalentTo(other);
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}
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}
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@ -27,9 +27,8 @@ namespace osu.Game.Beatmaps.ControlPoints
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set => SpeedMultiplierBindable.Value = value;
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}
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public override bool EquivalentTo(ControlPoint other) =>
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other is DifficultyControlPoint otherTyped && otherTyped.SpeedMultiplier.Equals(SpeedMultiplier);
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public override bool IsRedundant(ControlPoint existing, double time) => EquivalentTo(existing);
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public override bool IsRedundant(ControlPoint existing, double time)
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=> existing is DifficultyControlPoint existingDifficulty
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&& SpeedMultiplier == existingDifficulty.SpeedMultiplier;
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}
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}
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@ -35,10 +35,10 @@ namespace osu.Game.Beatmaps.ControlPoints
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set => KiaiModeBindable.Value = value;
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}
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public override bool EquivalentTo(ControlPoint other) =>
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other is EffectControlPoint otherTyped &&
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KiaiMode == otherTyped.KiaiMode && OmitFirstBarLine == otherTyped.OmitFirstBarLine;
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public override bool IsRedundant(ControlPoint existing, double time) => !OmitFirstBarLine && EquivalentTo(existing);
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public override bool IsRedundant(ControlPoint existing, double time)
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=> !OmitFirstBarLine
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&& existing is EffectControlPoint existingEffect
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&& KiaiMode == existingEffect.KiaiMode
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&& OmitFirstBarLine == existingEffect.OmitFirstBarLine;
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}
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}
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@ -68,10 +68,9 @@ namespace osu.Game.Beatmaps.ControlPoints
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return newSampleInfo;
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}
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public override bool EquivalentTo(ControlPoint other) =>
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other is SampleControlPoint otherTyped &&
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SampleBank == otherTyped.SampleBank && SampleVolume == otherTyped.SampleVolume;
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public override bool IsRedundant(ControlPoint existing, double time) => EquivalentTo(existing);
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public override bool IsRedundant(ControlPoint existing, double time)
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=> existing is SampleControlPoint existingSample
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&& SampleBank == existingSample.SampleBank
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&& SampleVolume == existingSample.SampleVolume;
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}
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}
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@ -48,12 +48,7 @@ namespace osu.Game.Beatmaps.ControlPoints
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/// </summary>
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public double BPM => 60000 / BeatLength;
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public override bool EquivalentTo(ControlPoint other) =>
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other is TimingControlPoint otherTyped
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&& TimeSignature == otherTyped.TimeSignature && BeatLength.Equals(otherTyped.BeatLength);
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public override bool IsRedundant(ControlPoint existing, double time) =>
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EquivalentTo(existing)
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&& existing.Time == time;
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// Timing points are never redundant as they can change the time signature.
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public override bool IsRedundant(ControlPoint existing, double time) => false;
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}
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}
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@ -174,9 +174,10 @@ namespace osu.Game.Beatmaps.Formats
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return baseInfo;
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}
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public override bool EquivalentTo(ControlPoint other) =>
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base.EquivalentTo(other) && other is LegacySampleControlPoint otherTyped &&
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CustomSampleBank == otherTyped.CustomSampleBank;
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public override bool IsRedundant(ControlPoint existing, double time)
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=> base.IsRedundant(existing, time)
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&& existing is LegacySampleControlPoint existingSample
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&& CustomSampleBank == existingSample.CustomSampleBank;
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}
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}
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}
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@ -103,7 +103,7 @@ namespace osu.Game.Graphics.Containers
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TimeSinceLastBeat = beatLength - TimeUntilNextBeat;
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if (timingPoint.Equals(lastTimingPoint) && beatIndex == lastBeat)
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if (timingPoint == lastTimingPoint && beatIndex == lastBeat)
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return;
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using (BeginDelayedSequence(-TimeSinceLastBeat, true))
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