diff --git a/osu.Game/Rulesets/UI/Scrolling/ScrollingHitObjectContainer.cs b/osu.Game/Rulesets/UI/Scrolling/ScrollingHitObjectContainer.cs
index edfea57e94..36c6b07f54 100644
--- a/osu.Game/Rulesets/UI/Scrolling/ScrollingHitObjectContainer.cs
+++ b/osu.Game/Rulesets/UI/Scrolling/ScrollingHitObjectContainer.cs
@@ -110,7 +110,7 @@ namespace osu.Game.Rulesets.UI.Scrolling
base.UpdateAfterChildrenLife();
// We need to calculate this as soon as possible after lifetimes so that hitobjects get the final say in their positions
- speedChangeVisualiser.ComputePositions(AliveObjects, direction, Time.Current, TimeRange, DrawSize);
+ speedChangeVisualiser.UpdatePositions(AliveObjects, direction, Time.Current, TimeRange, DrawSize);
}
}
}
diff --git a/osu.Game/Rulesets/UI/Scrolling/Visualisers/ISpeedChangeVisualiser.cs b/osu.Game/Rulesets/UI/Scrolling/Visualisers/ISpeedChangeVisualiser.cs
index 02791e0517..097e28b2dc 100644
--- a/osu.Game/Rulesets/UI/Scrolling/Visualisers/ISpeedChangeVisualiser.cs
+++ b/osu.Game/Rulesets/UI/Scrolling/Visualisers/ISpeedChangeVisualiser.cs
@@ -10,24 +10,23 @@ namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
public interface ISpeedChangeVisualiser
{
///
- /// Computes the states of s that are constant, such as lifetime and spatial length.
+ /// Computes the states of s that remain constant while scrolling, such as lifetime and spatial length.
/// This is invoked once whenever or changes.
///
/// The s whose states should be computed.
/// The scrolling direction.
- /// The duration required to scroll through one length of the screen before any control point adjustments.
+ /// The duration required to scroll through one length of the screen before any speed adjustments.
/// The length of the screen that is scrolled through.
void ComputeInitialStates(IEnumerable hitObjects, ScrollingDirection direction, double timeRange, Vector2 length);
///
- /// Computes the states of s that change depending on , such as position.
- /// This is invoked once per frame.
+ /// Updates the positions of s, depending on the current time. This is invoked once per frame.
///
- /// The s whose states should be computed.
+ /// The s whose positions should be computed.
/// The scrolling direction.
/// The current time.
- /// The duration required to scroll through one length of the screen before any control point adjustments.
+ /// The duration required to scroll through one length of the screen before any speed adjustments.
/// The length of the screen that is scrolled through.
- void ComputePositions(IEnumerable hitObjects, ScrollingDirection direction, double currentTime, double timeRange, Vector2 length);
+ void UpdatePositions(IEnumerable hitObjects, ScrollingDirection direction, double currentTime, double timeRange, Vector2 length);
}
}
diff --git a/osu.Game/Rulesets/UI/Scrolling/Visualisers/OverlappingSpeedChangeVisualiser.cs b/osu.Game/Rulesets/UI/Scrolling/Visualisers/OverlappingSpeedChangeVisualiser.cs
index d0dc65fe33..35a91275a7 100644
--- a/osu.Game/Rulesets/UI/Scrolling/Visualisers/OverlappingSpeedChangeVisualiser.cs
+++ b/osu.Game/Rulesets/UI/Scrolling/Visualisers/OverlappingSpeedChangeVisualiser.cs
@@ -52,12 +52,12 @@ namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
ComputeInitialStates(obj.NestedHitObjects, direction, timeRange, length);
// Nested hitobjects don't need to scroll, but they do need accurate positions
- ComputePositions(obj.NestedHitObjects, direction, obj.HitObject.StartTime, timeRange, length);
+ UpdatePositions(obj.NestedHitObjects, direction, obj.HitObject.StartTime, timeRange, length);
}
}
}
- public void ComputePositions(IEnumerable hitObjects, ScrollingDirection direction, double currentTime, double timeRange, Vector2 length)
+ public void UpdatePositions(IEnumerable hitObjects, ScrollingDirection direction, double currentTime, double timeRange, Vector2 length)
{
foreach (var obj in hitObjects)
{
diff --git a/osu.Game/Rulesets/UI/Scrolling/Visualisers/SequentialSpeedChangeVisualiser.cs b/osu.Game/Rulesets/UI/Scrolling/Visualisers/SequentialSpeedChangeVisualiser.cs
index c8725fab56..e353c07e9f 100644
--- a/osu.Game/Rulesets/UI/Scrolling/Visualisers/SequentialSpeedChangeVisualiser.cs
+++ b/osu.Game/Rulesets/UI/Scrolling/Visualisers/SequentialSpeedChangeVisualiser.cs
@@ -53,12 +53,12 @@ namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
ComputeInitialStates(obj.NestedHitObjects, direction, timeRange, length);
// Nested hitobjects don't need to scroll, but they do need accurate positions
- ComputePositions(obj.NestedHitObjects, direction, obj.HitObject.StartTime, timeRange, length);
+ UpdatePositions(obj.NestedHitObjects, direction, obj.HitObject.StartTime, timeRange, length);
}
}
}
- public void ComputePositions(IEnumerable hitObjects, ScrollingDirection direction, double currentTime, double timeRange, Vector2 length)
+ public void UpdatePositions(IEnumerable hitObjects, ScrollingDirection direction, double currentTime, double timeRange, Vector2 length)
{
var timelinePosition = positionAt(currentTime, timeRange);