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Use LifetimeManagementContainer
This is a significant performance boost for gameplay, especially for long or stroyboard-heavy maps.
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@ -10,7 +10,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Connections
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/// <summary>
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/// Connects hit objects visually, for example with follow points.
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/// </summary>
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public abstract class ConnectionRenderer<T> : Container
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public abstract class ConnectionRenderer<T> : LifetimeManagementContainer
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where T : HitObject
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{
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/// <summary>
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@ -56,7 +56,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Connections
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private void update()
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{
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Clear();
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ClearInternal();
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if (hitObjects == null)
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return;
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@ -86,7 +86,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Connections
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FollowPoint fp;
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Add(fp = new FollowPoint
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AddInternal(fp = new FollowPoint
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{
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Position = pointStartPosition,
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Rotation = rotation,
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@ -118,6 +118,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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ApproachCircle.FadeIn(Math.Min(HitObject.TimeFadeIn * 2, HitObject.TimePreempt));
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ApproachCircle.ScaleTo(1.1f, HitObject.TimePreempt);
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ApproachCircle.Expire(true);
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}
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protected override void UpdateCurrentState(ArmedState state)
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@ -12,6 +12,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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{
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public class ApproachCircle : Container
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{
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public override bool RemoveWhenNotAlive => false;
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public ApproachCircle()
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{
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Anchor = Anchor.Centre;
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@ -16,7 +16,7 @@ namespace osu.Game.Rulesets.Osu.UI
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{
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public class OsuPlayfield : Playfield
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{
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private readonly Container approachCircles;
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private readonly ApproachCircleProxyContainer approachCircles;
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private readonly JudgementContainer<DrawableOsuJudgement> judgementLayer;
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private readonly ConnectionRenderer<OsuHitObject> connectionLayer;
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@ -45,7 +45,7 @@ namespace osu.Game.Rulesets.Osu.UI
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Depth = 1,
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},
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HitObjectContainer,
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approachCircles = new Container
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approachCircles = new ApproachCircleProxyContainer
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{
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RelativeSizeAxes = Axes.Both,
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Depth = -1,
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@ -60,11 +60,23 @@ namespace osu.Game.Rulesets.Osu.UI
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var c = h as IDrawableHitObjectWithProxiedApproach;
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if (c != null)
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approachCircles.Add(c.ProxiedLayer.CreateProxy());
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{
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var original = c.ProxiedLayer;
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// lifetime is set on LoadComplete so wait until it.
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original.OnLoadComplete += addApproachCircleProxy;
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}
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base.Add(h);
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}
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private void addApproachCircleProxy(Drawable d)
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{
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var proxy = d.CreateProxy();
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proxy.LifetimeStart = d.LifetimeStart;
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proxy.LifetimeEnd = d.LifetimeEnd;
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approachCircles.Add(proxy);
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}
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public override void PostProcess()
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{
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connectionLayer.HitObjects = HitObjectContainer.Objects.Select(d => d.HitObject).OfType<OsuHitObject>();
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@ -86,5 +98,10 @@ namespace osu.Game.Rulesets.Osu.UI
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}
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => HitObjectContainer.ReceivePositionalInputAt(screenSpacePos);
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private class ApproachCircleProxyContainer : LifetimeManagementContainer
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{
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public void Add(Drawable approachCircleProxy) => AddInternal(approachCircleProxy);
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}
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}
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}
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@ -9,7 +9,7 @@ using osu.Game.Rulesets.Objects.Drawables;
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namespace osu.Game.Rulesets.UI
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{
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public class HitObjectContainer : CompositeDrawable
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public class HitObjectContainer : LifetimeManagementContainer
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{
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public IEnumerable<DrawableHitObject> Objects => InternalChildren.Cast<DrawableHitObject>().OrderBy(h => h.HitObject.StartTime);
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public IEnumerable<DrawableHitObject> AliveObjects => AliveInternalChildren.Cast<DrawableHitObject>().OrderBy(h => h.HitObject.StartTime);
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@ -7,7 +7,7 @@ using osu.Framework.Graphics.Containers;
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namespace osu.Game.Storyboards.Drawables
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{
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public class DrawableStoryboardLayer : Container
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public class DrawableStoryboardLayer : LifetimeManagementContainer
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{
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public StoryboardLayer Layer { get; private set; }
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public bool Enabled;
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@ -29,7 +29,7 @@ namespace osu.Game.Storyboards.Drawables
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foreach (var element in Layer.Elements)
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{
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if (element.IsDrawable)
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Add(element.CreateDrawable());
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AddInternal(element.CreateDrawable());
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}
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}
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}
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