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Delay lifetime computation until loaded
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@ -21,7 +21,7 @@ namespace osu.Game.Rulesets.UI.Scrolling
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private readonly HashSet<DrawableHitObject> layoutComputedHitObjects = new HashSet<DrawableHitObject>();
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// Used to recompute all lifetime when `layoutCache` becomes invalid
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private readonly HashSet<DrawableHitObject> lifetimeComputedHitObjects = new HashSet<DrawableHitObject>();
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private readonly HashSet<DrawableHitObject> allHitObjects = new HashSet<DrawableHitObject>();
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[Resolved]
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private IScrollingInfo scrollingInfo { get; set; }
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@ -150,18 +150,19 @@ namespace osu.Game.Rulesets.UI.Scrolling
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/// </summary>
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public void InvalidateDrawableHitObject(DrawableHitObject hitObject)
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{
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// Lifetime is computed once early and
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// layout (Width/Height if `IHasDuration`, and nested object positions) will be computed when the object becomes alive.
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// An assumption is that a hit object layout update (setting `Height` or `Width`) won't affect its lifetime.
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// This is satisfied in practice because otherwise the hit object won't be aligned to its `StartTime`.
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hitObject.LifetimeStart = computeOriginAdjustedLifetimeStart(hitObject);
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// Lifetime computation is delayed to the next update because `scrollLength` may not be valid here.
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// Layout computation will be delayed to when the object becomes alive.
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// An assumption is that a hit object layout update (setting `Height` or `Width`) won't affect its lifetime but
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// this is satisfied in practice because otherwise the hit object won't be aligned to its `StartTime`.
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layoutCache.Invalidate();
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allHitObjects.Add(hitObject);
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lifetimeComputedHitObjects.Add(hitObject);
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layoutComputedHitObjects.Remove(hitObject);
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}
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// Use a nonzero value to prevent infinite results
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private float scrollLength = 1;
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private float scrollLength;
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protected override void Update()
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{
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@ -170,7 +171,7 @@ namespace osu.Game.Rulesets.UI.Scrolling
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if (!layoutCache.IsValid)
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{
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// this.Objects cannot be used as it doesn't contain nested objects
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foreach (var hitObject in lifetimeComputedHitObjects)
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foreach (var hitObject in allHitObjects)
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hitObject.LifetimeStart = computeOriginAdjustedLifetimeStart(hitObject);
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layoutComputedHitObjects.Clear();
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