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Enable pooling for taiko judgements

This commit is contained in:
Bartłomiej Dach 2021-03-06 15:06:16 +01:00
parent 06e42b4b4c
commit 8f4dadb06a
2 changed files with 19 additions and 17 deletions

View File

@ -3,7 +3,6 @@
using osu.Framework.Graphics;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects.Drawables;
namespace osu.Game.Rulesets.Taiko.UI
{
@ -12,16 +11,6 @@ namespace osu.Game.Rulesets.Taiko.UI
/// </summary>
public class DrawableTaikoJudgement : DrawableJudgement
{
/// <summary>
/// Creates a new judgement text.
/// </summary>
/// <param name="judgedObject">The object which is being judged.</param>
/// <param name="result">The judgement to visualise.</param>
public DrawableTaikoJudgement(JudgementResult result, DrawableHitObject judgedObject)
: base(result, judgedObject)
{
}
protected override void ApplyHitAnimations()
{
this.MoveToY(-100, 500);

View File

@ -2,10 +2,12 @@
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Pooling;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Graphics;
using osu.Game.Rulesets.Objects.Drawables;
@ -17,6 +19,7 @@ using osu.Game.Rulesets.UI.Scrolling;
using osu.Game.Rulesets.Taiko.Objects.Drawables;
using osu.Game.Rulesets.Taiko.Judgements;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.Taiko.Scoring;
using osu.Game.Skinning;
using osuTK;
@ -38,6 +41,8 @@ namespace osu.Game.Rulesets.Taiko.UI
internal Drawable HitTarget;
private SkinnableDrawable mascot;
private readonly IDictionary<HitResult, DrawablePool<DrawableTaikoJudgement>> judgementPools = new Dictionary<HitResult, DrawablePool<DrawableTaikoJudgement>>();
private ProxyContainer topLevelHitContainer;
private Container rightArea;
private Container leftArea;
@ -159,6 +164,12 @@ namespace osu.Game.Rulesets.Taiko.UI
RegisterPool<Swell, DrawableSwell>(5);
RegisterPool<SwellTick, DrawableSwellTick>(100);
var hitWindows = new TaikoHitWindows();
foreach (var result in Enum.GetValues(typeof(HitResult)).OfType<HitResult>().Where(r => hitWindows.IsHitResultAllowed(r)))
judgementPools.Add(result, new DrawablePool<DrawableTaikoJudgement>(15));
AddRangeInternal(judgementPools.Values);
}
protected override void LoadComplete()
@ -283,13 +294,15 @@ namespace osu.Game.Rulesets.Taiko.UI
break;
default:
judgementContainer.Add(new DrawableTaikoJudgement(result, judgedObject)
judgementContainer.Add(judgementPools[result.Type].Get(j =>
{
Anchor = result.IsHit ? Anchor.TopLeft : Anchor.CentreLeft,
Origin = result.IsHit ? Anchor.BottomCentre : Anchor.Centre,
RelativePositionAxes = Axes.X,
X = result.IsHit ? judgedObject.Position.X : 0,
});
j.Apply(result, judgedObject);
j.Anchor = result.IsHit ? Anchor.TopLeft : Anchor.CentreLeft;
j.Origin = result.IsHit ? Anchor.BottomCentre : Anchor.Centre;
j.RelativePositionAxes = Axes.X;
j.X = result.IsHit ? judgedObject.Position.X : 0;
}));
var type = (judgedObject.HitObject as Hit)?.Type ?? HitType.Centre;
addExplosion(judgedObject, result.Type, type);