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remove RestorePieceState
function
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parent
94f3cf1cbf
commit
a19459bb93
@ -77,8 +77,9 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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OnNewResult += onNewResult;
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OnNewResult += onNewResult;
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}
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}
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protected override void RestorePieceState()
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protected override void OnApply()
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{
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{
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base.OnApply();
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updateColour();
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updateColour();
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Height = HitObject.IsStrong ? TaikoStrongableHitObject.DEFAULT_STRONG_SIZE : TaikoHitObject.DEFAULT_SIZE;
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Height = HitObject.IsStrong ? TaikoStrongableHitObject.DEFAULT_STRONG_SIZE : TaikoHitObject.DEFAULT_SIZE;
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}
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}
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@ -43,10 +43,6 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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base.OnApply();
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base.OnApply();
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IsFirstTick.Value = HitObject.FirstTick;
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IsFirstTick.Value = HitObject.FirstTick;
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}
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protected override void RestorePieceState()
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{
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Size = new Vector2(HitObject.IsStrong ? TaikoStrongableHitObject.DEFAULT_STRONG_SIZE : TaikoHitObject.DEFAULT_SIZE);
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Size = new Vector2(HitObject.IsStrong ? TaikoStrongableHitObject.DEFAULT_STRONG_SIZE : TaikoHitObject.DEFAULT_SIZE);
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}
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}
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@ -56,15 +56,9 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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protected override void OnApply()
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protected override void OnApply()
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{
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{
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base.OnApply(); // it's empty actually
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type.BindTo(HitObject.TypeBindable);
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type.BindTo(HitObject.TypeBindable);
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// this doesn't need to be run inline as RecreatePieces is called by the base call below.
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type.BindValueChanged(_ => Scheduler.AddOnce(RestorePieceState));
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base.OnApply();
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}
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protected override void RestorePieceState()
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{
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if (editorMode)
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if (editorMode)
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{
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{
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// We in Editor Mode so the performance is not critical and we can recreate piece.
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// We in Editor Mode so the performance is not critical and we can recreate piece.
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@ -144,8 +144,9 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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Origin = Anchor.Centre,
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Origin = Anchor.Centre,
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});
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});
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protected override void RestorePieceState()
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protected override void OnApply()
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{
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{
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base.OnApply();
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Size = baseSize = new Vector2(TaikoHitObject.DEFAULT_SIZE);
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Size = baseSize = new Vector2(TaikoHitObject.DEFAULT_SIZE);
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}
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}
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@ -43,7 +43,6 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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public override bool OnPressed(KeyBindingPressEvent<TaikoAction> e) => false;
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public override bool OnPressed(KeyBindingPressEvent<TaikoAction> e) => false;
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protected override void RestorePieceState() { }
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protected override SkinnableDrawable OnLoadCreateMainPiece()
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protected override SkinnableDrawable OnLoadCreateMainPiece()
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=> new SkinnableDrawable(new TaikoSkinComponentLookup(TaikoSkinComponents.DrumRollTick), _ => new TickPiece());
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=> new SkinnableDrawable(new TaikoSkinComponentLookup(TaikoSkinComponents.DrumRollTick), _ => new TickPiece());
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}
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}
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@ -150,17 +150,6 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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Content.Add(MainPiece = drawable);
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Content.Add(MainPiece = drawable);
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}
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}
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protected override void OnApply()
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{
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base.OnApply();
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// TODO: now it fixed, yes?
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// TODO: THIS CANNOT BE HERE, it makes pooling pointless (see https://github.com/ppy/osu/issues/21072).
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RestorePieceState();
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}
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protected abstract void RestorePieceState();
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/// <summary>Creates <c>MainPiece</c>. Calls only on <c>load</c> or in EditorMode.</summary>
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/// <summary>Creates <c>MainPiece</c>. Calls only on <c>load</c> or in EditorMode.</summary>
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protected abstract SkinnableDrawable OnLoadCreateMainPiece();
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protected abstract SkinnableDrawable OnLoadCreateMainPiece();
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}
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}
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@ -27,11 +27,8 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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protected override void OnApply()
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protected override void OnApply()
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{
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{
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isStrong.BindTo(HitObject.IsStrongBindable);
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// this doesn't need to be run inline as RecreatePieces is called by the base call below.
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isStrong.BindValueChanged(_ => Scheduler.AddOnce(RestorePieceState));
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base.OnApply();
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base.OnApply();
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isStrong.BindTo(HitObject.IsStrongBindable);
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}
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}
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protected override void OnFree()
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protected override void OnFree()
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