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Addressed some more code maintainability issues
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@ -3,6 +3,7 @@
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using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.CompilerServices;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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@ -210,13 +211,13 @@ namespace osu.Game.Screens.Edit.Timing
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editorClock.Seek(selectedGroup.Value.Time);
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}
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private List<HitObject> hitObjectsInTimingRange(EditorBeatmap beatmap, ControlPointGroup selectedGroup)
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private static List<HitObject> hitObjectsInTimingRange(EditorBeatmap beatmap, ControlPointGroup selectedGroup)
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{
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// If the first group, we grab all hitobjects prior to the next, if the last group, we grab all remaining hitobjects
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double firstGroupTime = beatmap.ControlPointInfo.Groups.Any(x => x.ControlPoints.Any(y => y is TimingControlPoint) && x.Time < selectedGroup.Time) ? selectedGroup.Time : double.MinValue;
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double nextGroupTime = beatmap.ControlPointInfo.Groups.FirstOrDefault(x => x.ControlPoints.Any(y => y is TimingControlPoint) && x.Time > selectedGroup.Time)?.Time ?? double.MaxValue;
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double startTime = beatmap.ControlPointInfo.TimingPoints.Any(x => x.Time < selectedGroup.Time) ? selectedGroup.Time : double.MinValue;
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double endTime = beatmap.ControlPointInfo.TimingPoints.FirstOrDefault(x => x.Time > selectedGroup.Time)?.Time ?? double.MaxValue;
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return beatmap.HitObjects.Where(x => Precision.AlmostBigger(x.StartTime, firstGroupTime) && Precision.DefinitelyBigger(nextGroupTime, x.StartTime)).ToList();
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return beatmap.HitObjects.Where(x => Precision.AlmostBigger(x.StartTime, startTime) && Precision.DefinitelyBigger(endTime, x.StartTime)).ToList();
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}
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private void adjustOffset(double adjust)
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