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);