Tidy up kiai time access

This commit is contained in:
Dean Herbert
2022-08-02 18:18:40 +09:00
parent cc4cde2c79
commit 258ad7c6b9
4 changed files with 16 additions and 12 deletions

View File

@ -26,8 +26,10 @@ namespace osu.Game.Graphics.Containers
{
private int lastBeat;
protected TimingControlPoint? LastTimingPoint { get; private set; }
protected EffectControlPoint? LastEffectPoint { get; private set; }
private TimingControlPoint? lastTimingPoint { get; set; }
private EffectControlPoint? lastEffectPoint { get; set; }
public bool IsKiaiTime { get; private set; }
/// <summary>
/// The amount of time before a beat we should fire <see cref="OnNewBeat(int, TimingControlPoint, EffectControlPoint, ChannelAmplitudes)"/>.
@ -125,7 +127,7 @@ namespace osu.Game.Graphics.Containers
TimeSinceLastBeat = beatLength - TimeUntilNextBeat;
if (ReferenceEquals(timingPoint, LastTimingPoint) && beatIndex == lastBeat)
if (ReferenceEquals(timingPoint, lastTimingPoint) && beatIndex == lastBeat)
return;
// as this event is sometimes used for sound triggers where `BeginDelayedSequence` has no effect, avoid firing it if too far away from the beat.
@ -137,8 +139,10 @@ namespace osu.Game.Graphics.Containers
}
lastBeat = beatIndex;
LastTimingPoint = timingPoint;
LastEffectPoint = effectPoint;
lastTimingPoint = timingPoint;
lastEffectPoint = effectPoint;
IsKiaiTime = lastEffectPoint?.KiaiMode ?? false;
}
}
}