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Refactor track transferring logic for ability to override and disallow

This commit is contained in:
Salman Ahmed 2022-05-20 14:43:07 +03:00
parent 64a371638e
commit c78d90ccbd
2 changed files with 13 additions and 12 deletions

View File

@ -126,11 +126,19 @@ namespace osu.Game.Beatmaps
}
/// <summary>
/// Transfer a valid audio track into this working beatmap. Used as an optimisation to avoid reload / track swap
/// across difficulties in the same beatmap set.
/// Attempts to transfer the audio track to a target working beatmap, if valid for transferring.
/// Used as an optimisation to avoid reload / track swap across difficulties in the same beatmap set.
/// </summary>
/// <param name="track">The track to transfer.</param>
public void TransferTrack([NotNull] Track track) => this.track = track ?? throw new ArgumentNullException(nameof(track));
/// <param name="target">The target working beatmap to transfer this track to.</param>
/// <returns>Whether the track is valid and has been transferred to this working beatmap.</returns>
public virtual bool TryTransferTrack([NotNull] WorkingBeatmap target)
{
if (BeatmapInfo?.AudioEquals(target.BeatmapInfo) != true)
return false;
target.track = track;
return true;
}
/// <summary>
/// Get the loaded audio track instance. <see cref="LoadTrack"/> must have first been called.

View File

@ -290,15 +290,8 @@ namespace osu.Game.Overlays
current = newWorking;
if (!audioEquals || CurrentTrack.IsDummyDevice)
{
if (lastWorking == null || !lastWorking.TryTransferTrack(current))
changeTrack();
}
else
{
// transfer still valid track to new working beatmap
current.TransferTrack(lastWorking.Track);
}
TrackChanged?.Invoke(current, direction);