mirror of
https://github.com/ppy/osu.git
synced 2024-12-14 23:52:57 +08:00
Merge pull request #2931 from smoogipoo/non-null-nestedobjects
Tidy up lookups to nested hitobjects
This commit is contained in:
commit
8ecd235820
@ -153,9 +153,6 @@ namespace osu.Game.Rulesets.Mania.Tests
|
||||
if (!(obj.HitObject is IHasEndTime endTime))
|
||||
continue;
|
||||
|
||||
if (!obj.HasNestedHitObjects)
|
||||
continue;
|
||||
|
||||
foreach (var nested in obj.NestedHitObjects)
|
||||
{
|
||||
double finalPosition = (nested.HitObject.StartTime - obj.HitObject.StartTime) / endTime.Duration;
|
||||
|
@ -93,9 +93,9 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
|
||||
base.AccentColour = value;
|
||||
Body.AccentColour = AccentColour;
|
||||
Ball.AccentColour = AccentColour;
|
||||
if (HasNestedHitObjects)
|
||||
foreach (var drawableHitObject in NestedHitObjects)
|
||||
drawableHitObject.AccentColour = AccentColour;
|
||||
|
||||
foreach (var drawableHitObject in NestedHitObjects)
|
||||
drawableHitObject.AccentColour = AccentColour;
|
||||
}
|
||||
}
|
||||
|
||||
@ -136,7 +136,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
|
||||
{
|
||||
if (!userTriggered && Time.Current >= slider.EndTime)
|
||||
{
|
||||
var judgementsCount = NestedHitObjects.Count;
|
||||
var judgementsCount = NestedHitObjects.Count();
|
||||
var judgementsHit = NestedHitObjects.Count(h => h.IsHit);
|
||||
|
||||
var hitFraction = (double)judgementsHit / judgementsCount;
|
||||
|
@ -33,8 +33,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
|
||||
protected virtual IEnumerable<SampleInfo> GetSamples() => HitObject.Samples;
|
||||
|
||||
private readonly Lazy<List<DrawableHitObject>> nestedHitObjects = new Lazy<List<DrawableHitObject>>();
|
||||
public bool HasNestedHitObjects => nestedHitObjects.IsValueCreated;
|
||||
public IReadOnlyList<DrawableHitObject> NestedHitObjects => nestedHitObjects.Value;
|
||||
public IEnumerable<DrawableHitObject> NestedHitObjects => nestedHitObjects.IsValueCreated ? nestedHitObjects.Value : Enumerable.Empty<DrawableHitObject>();
|
||||
|
||||
public event Action<DrawableHitObject, Judgement> OnJudgement;
|
||||
public event Action<DrawableHitObject, Judgement> OnJudgementRemoved;
|
||||
@ -50,12 +49,12 @@ namespace osu.Game.Rulesets.Objects.Drawables
|
||||
/// <summary>
|
||||
/// Whether this <see cref="DrawableHitObject"/> and all of its nested <see cref="DrawableHitObject"/>s have been hit.
|
||||
/// </summary>
|
||||
public bool IsHit => Judgements.Any(j => j.Final && j.IsHit) && (!HasNestedHitObjects || NestedHitObjects.All(n => n.IsHit));
|
||||
public bool IsHit => Judgements.Any(j => j.Final && j.IsHit) && NestedHitObjects.All(n => n.IsHit);
|
||||
|
||||
/// <summary>
|
||||
/// Whether this <see cref="DrawableHitObject"/> and all of its nested <see cref="DrawableHitObject"/>s have been judged.
|
||||
/// </summary>
|
||||
public bool AllJudged => (!ProvidesJudgement || judgementFinalized) && (!HasNestedHitObjects || NestedHitObjects.All(h => h.AllJudged));
|
||||
public bool AllJudged => (!ProvidesJudgement || judgementFinalized) && NestedHitObjects.All(h => h.AllJudged);
|
||||
|
||||
/// <summary>
|
||||
/// Whether this <see cref="DrawableHitObject"/> can be judged.
|
||||
@ -206,9 +205,8 @@ namespace osu.Game.Rulesets.Objects.Drawables
|
||||
if (AllJudged)
|
||||
return false;
|
||||
|
||||
if (HasNestedHitObjects)
|
||||
foreach (var d in NestedHitObjects)
|
||||
judgementOccurred |= d.UpdateJudgement(userTriggered);
|
||||
foreach (var d in NestedHitObjects)
|
||||
judgementOccurred |= d.UpdateJudgement(userTriggered);
|
||||
|
||||
if (!ProvidesJudgement || judgementFinalized || judgementOccurred)
|
||||
return judgementOccurred;
|
||||
|
@ -47,13 +47,10 @@ namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
|
||||
}
|
||||
}
|
||||
|
||||
if (obj.HasNestedHitObjects)
|
||||
{
|
||||
ComputeInitialStates(obj.NestedHitObjects, direction, timeRange, length);
|
||||
ComputeInitialStates(obj.NestedHitObjects, direction, timeRange, length);
|
||||
|
||||
// Nested hitobjects don't need to scroll, but they do need accurate positions
|
||||
UpdatePositions(obj.NestedHitObjects, direction, obj.HitObject.StartTime, timeRange, length);
|
||||
}
|
||||
// Nested hitobjects don't need to scroll, but they do need accurate positions
|
||||
UpdatePositions(obj.NestedHitObjects, direction, obj.HitObject.StartTime, timeRange, length);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -48,13 +48,10 @@ namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
|
||||
}
|
||||
}
|
||||
|
||||
if (obj.HasNestedHitObjects)
|
||||
{
|
||||
ComputeInitialStates(obj.NestedHitObjects, direction, timeRange, length);
|
||||
ComputeInitialStates(obj.NestedHitObjects, direction, timeRange, length);
|
||||
|
||||
// Nested hitobjects don't need to scroll, but they do need accurate positions
|
||||
UpdatePositions(obj.NestedHitObjects, direction, obj.HitObject.StartTime, timeRange, length);
|
||||
}
|
||||
// Nested hitobjects don't need to scroll, but they do need accurate positions
|
||||
UpdatePositions(obj.NestedHitObjects, direction, obj.HitObject.StartTime, timeRange, length);
|
||||
}
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user