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Use overriding instead of hiding in HitObjectLifetimeEntry
Hidden properties are used when the type is the base class. It caused issues when `DrawableHitObject` logic is factored out to `PoolableDrawableWithLifetime` because it is using the base `LifetimeEntry`, not `HitObjectLifetimeEntry`.
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@ -11,6 +11,7 @@ using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.TypeExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Performance;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Threading;
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using osu.Game.Audio;
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@ -431,7 +432,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
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/// <summary>
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/// Apply (generally fade-in) transforms leading into the <see cref="HitObject"/> start time.
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/// The local drawable hierarchy is recursively delayed to <see cref="HitObjectLifetimeEntry.LifetimeStart"/> for convenience.
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/// The local drawable hierarchy is recursively delayed to <see cref="LifetimeEntry.LifetimeStart"/> for convenience.
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///
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/// By default this will fade in the object from zero with no duration.
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/// </summary>
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@ -613,7 +614,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
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/// <remarks>
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/// This is only used as an optimisation to delay the initial update of this <see cref="DrawableHitObject"/> and may be tuned more aggressively if required.
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/// It is indirectly used to decide the automatic transform offset provided to <see cref="UpdateInitialTransforms"/>.
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/// A more accurate <see cref="HitObjectLifetimeEntry.LifetimeStart"/> should be set for further optimisation (in <see cref="LoadComplete"/>, for example).
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/// A more accurate <see cref="LifetimeEntry.LifetimeStart"/> should be set for further optimisation (in <see cref="LoadComplete"/>, for example).
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/// <para>
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/// Only has an effect if this <see cref="DrawableHitObject"/> is not being pooled.
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/// For pooled <see cref="DrawableHitObject"/>s, use <see cref="HitObjectLifetimeEntry.InitialLifetimeOffset"/> instead.
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@ -38,40 +38,19 @@ namespace osu.Game.Rulesets.Objects
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startTimeBindable.BindValueChanged(onStartTimeChanged, true);
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}
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// The lifetime start, as set by the hitobject.
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// The lifetime, as set by the hitobject.
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private double realLifetimeStart = double.MinValue;
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/// <summary>
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/// The time at which the <see cref="HitObject"/> should become alive.
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/// </summary>
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public new double LifetimeStart
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{
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get => realLifetimeStart;
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set => setLifetime(realLifetimeStart = value, LifetimeEnd);
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}
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// The lifetime end, as set by the hitobject.
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private double realLifetimeEnd = double.MaxValue;
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/// <summary>
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/// The time at which the <see cref="HitObject"/> should become dead.
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/// </summary>
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public new double LifetimeEnd
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public override void SetLifetime(double start, double end)
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{
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get => realLifetimeEnd;
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set => setLifetime(LifetimeStart, realLifetimeEnd = value);
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}
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realLifetimeStart = start;
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realLifetimeEnd = end;
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private void setLifetime(double start, double end)
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{
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if (keepAlive)
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{
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start = double.MinValue;
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end = double.MaxValue;
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}
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base.LifetimeStart = start;
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base.LifetimeEnd = end;
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base.SetLifetime(double.MinValue, double.MaxValue);
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else
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base.SetLifetime(start, end);
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}
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private bool keepAlive;
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@ -87,7 +66,7 @@ namespace osu.Game.Rulesets.Objects
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return;
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keepAlive = value;
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setLifetime(realLifetimeStart, realLifetimeEnd);
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SetLifetime(realLifetimeStart, realLifetimeEnd);
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}
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}
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@ -98,12 +77,12 @@ namespace osu.Game.Rulesets.Objects
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/// <remarks>
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/// This is only used as an optimisation to delay the initial update of the <see cref="HitObject"/> and may be tuned more aggressively if required.
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/// It is indirectly used to decide the automatic transform offset provided to <see cref="DrawableHitObject.UpdateInitialTransforms"/>.
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/// A more accurate <see cref="LifetimeStart"/> should be set for further optimisation (in <see cref="DrawableHitObject.LoadComplete"/>, for example).
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/// A more accurate <see cref="LifetimeEntry.LifetimeStart"/> should be set for further optimisation (in <see cref="DrawableHitObject.LoadComplete"/>, for example).
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/// </remarks>
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protected virtual double InitialLifetimeOffset => 10000;
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/// <summary>
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/// Resets <see cref="LifetimeStart"/> according to the change in start time of the <see cref="HitObject"/>.
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/// Resets <see cref="LifetimeEntry.LifetimeStart"/> according to the change in start time of the <see cref="HitObject"/>.
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/// </summary>
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private void onStartTimeChanged(ValueChangedEvent<double> startTime) => LifetimeStart = HitObject.StartTime - InitialLifetimeOffset;
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}
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