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Make effect point search more efficient

This commit is contained in:
sw1tchbl4d3 2022-10-10 14:00:26 +02:00
parent eae32ca483
commit d389808427

View File

@ -31,7 +31,6 @@ namespace osu.Game.Rulesets.Objects
double lastHitTime = 1 + lastObject.GetEndTime();
var timingPoints = beatmap.ControlPointInfo.TimingPoints;
var effectPoints = beatmap.ControlPointInfo.EffectPoints;
if (timingPoints.Count == 0)
return;
@ -39,14 +38,13 @@ namespace osu.Game.Rulesets.Objects
for (int i = 0; i < timingPoints.Count; i++)
{
TimingControlPoint currentTimingPoint = timingPoints[i];
EffectControlPoint? currentEffectPoint = effectPoints.FirstOrDefault(p => p.Time == currentTimingPoint.Time);
EffectControlPoint? currentEffectPoint = beatmap.ControlPointInfo.EffectPointAt(currentTimingPoint.Time);
int currentBeat = 0;
// Stop on the beat before the next timing point, or if there is no next timing point stop slightly past the last object
// Stop on the next timing point, or if there is no next timing point stop slightly past the last object
double endTime = i < timingPoints.Count - 1 ? timingPoints[i + 1].Time : lastHitTime + currentTimingPoint.BeatLength * currentTimingPoint.TimeSignature.Numerator;
double startTime = currentTimingPoint.Time;
double barLength = currentTimingPoint.BeatLength * currentTimingPoint.TimeSignature.Numerator;
if (currentEffectPoint != null && currentEffectPoint.OmitFirstBarLine)