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Fix incorrect control point retrieval in non-lookup cases
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@ -62,28 +62,28 @@ namespace osu.Game.Beatmaps.ControlPoints
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/// </summary>
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/// </summary>
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/// <param name="time">The time to find the difficulty control point at.</param>
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/// <param name="time">The time to find the difficulty control point at.</param>
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/// <returns>The difficulty control point.</returns>
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/// <returns>The difficulty control point.</returns>
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public DifficultyControlPoint DifficultyPointAt(double time) => binarySearch(DifficultyPoints, time);
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public DifficultyControlPoint DifficultyPointAt(double time) => binarySearchWithFallback(DifficultyPoints, time);
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/// <summary>
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/// <summary>
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/// Finds the effect control point that is active at <paramref name="time"/>.
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/// Finds the effect control point that is active at <paramref name="time"/>.
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/// </summary>
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/// </summary>
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/// <param name="time">The time to find the effect control point at.</param>
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/// <param name="time">The time to find the effect control point at.</param>
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/// <returns>The effect control point.</returns>
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/// <returns>The effect control point.</returns>
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public EffectControlPoint EffectPointAt(double time) => binarySearch(EffectPoints, time);
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public EffectControlPoint EffectPointAt(double time) => binarySearchWithFallback(EffectPoints, time);
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/// <summary>
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/// <summary>
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/// Finds the sound control point that is active at <paramref name="time"/>.
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/// Finds the sound control point that is active at <paramref name="time"/>.
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/// </summary>
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/// </summary>
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/// <param name="time">The time to find the sound control point at.</param>
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/// <param name="time">The time to find the sound control point at.</param>
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/// <returns>The sound control point.</returns>
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/// <returns>The sound control point.</returns>
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public SampleControlPoint SamplePointAt(double time) => binarySearch(SamplePoints, time, SamplePoints.Count > 0 ? SamplePoints[0] : null);
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public SampleControlPoint SamplePointAt(double time) => binarySearchWithFallback(SamplePoints, time, SamplePoints.Count > 0 ? SamplePoints[0] : null);
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/// <summary>
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/// <summary>
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/// Finds the timing control point that is active at <paramref name="time"/>.
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/// Finds the timing control point that is active at <paramref name="time"/>.
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/// </summary>
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/// </summary>
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/// <param name="time">The time to find the timing control point at.</param>
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/// <param name="time">The time to find the timing control point at.</param>
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/// <returns>The timing control point.</returns>
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/// <returns>The timing control point.</returns>
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public TimingControlPoint TimingPointAt(double time) => binarySearch(TimingPoints, time, TimingPoints.Count > 0 ? TimingPoints[0] : null);
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public TimingControlPoint TimingPointAt(double time) => binarySearchWithFallback(TimingPoints, time, TimingPoints.Count > 0 ? TimingPoints[0] : null);
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/// <summary>
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/// <summary>
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/// Finds the closest <see cref="ControlPoint"/> of the same type as <see cref="referencePoint"/> that is active at <paramref name="time"/>.
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/// Finds the closest <see cref="ControlPoint"/> of the same type as <see cref="referencePoint"/> that is active at <paramref name="time"/>.
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@ -95,13 +95,13 @@ namespace osu.Game.Beatmaps.ControlPoints
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{
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{
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switch (referencePoint)
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switch (referencePoint)
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{
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{
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case TimingControlPoint _: return TimingPointAt(time);
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case TimingControlPoint _: return binarySearch(TimingPoints, time);
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case EffectControlPoint _: return EffectPointAt(time);
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case EffectControlPoint _: return binarySearch(EffectPoints, time);
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case SampleControlPoint _: return SamplePointAt(time);
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case SampleControlPoint _: return binarySearch(SamplePoints, time);
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case DifficultyControlPoint _: return DifficultyPointAt(time);
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case DifficultyControlPoint _: return binarySearch(DifficultyPoints, time);
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}
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}
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return null;
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return null;
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@ -130,22 +130,35 @@ namespace osu.Game.Beatmaps.ControlPoints
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/// <summary>
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/// <summary>
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/// Binary searches one of the control point lists to find the active control point at <paramref name="time"/>.
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/// Binary searches one of the control point lists to find the active control point at <paramref name="time"/>.
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/// Includes logic for returning a specific point when no matching point is found.
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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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/// <param name="prePoint">The control point to use when <paramref name="time"/> is before any control points. If null, a new control point will be constructed.</param>
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/// <param name="prePoint">The control point to use when <paramref name="time"/> is before any control points. If null, a new control point will be constructed.</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"/>, or a fallback <see cref="ControlPoint"/> if none found.</returns>
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private T binarySearch<T>(IReadOnlyList<T> list, double time, T prePoint = null)
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private T binarySearchWithFallback<T>(IReadOnlyList<T> list, double time, T prePoint = null)
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where T : ControlPoint, new()
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where T : ControlPoint, new()
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{
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return binarySearch(list, time) ?? prePoint ?? new T();
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}
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/// <summary>
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/// Binary searches one of the control point lists to find the active control point at <paramref name="time"/>.
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/// </summary>
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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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/// <returns>The active control point at <paramref name="time"/>.</returns>
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private T binarySearch<T>(IReadOnlyList<T> list, double time)
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where T : ControlPoint
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{
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{
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if (list == null)
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if (list == null)
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throw new ArgumentNullException(nameof(list));
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throw new ArgumentNullException(nameof(list));
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if (list.Count == 0)
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if (list.Count == 0)
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return new T();
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return null;
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if (time < list[0].Time)
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if (time < list[0].Time)
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return prePoint ?? new T();
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return null;
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if (time >= list[list.Count - 1].Time)
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if (time >= list[list.Count - 1].Time)
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return list[list.Count - 1];
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return list[list.Count - 1];
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