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Remove bindable usage in PathControlPoint
This is quite a breaking change, but I think it is beneficial due to the large amount of usage of this class. I originally intended just to remove the allocations of the two delegates handling the `Changed` flow internally, but as nothing was really using the bindables for anything more than a general "point has changed" case, this felt like a better direction.
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@ -75,7 +75,7 @@ namespace osu.Game.Rulesets.Catch.Beatmaps
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case JuiceStream juiceStream:
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// Todo: BUG!! Stable used the last control point as the final position of the path, but it should use the computed path instead.
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lastPosition = juiceStream.OriginalX + juiceStream.Path.ControlPoints[^1].Position.Value.X;
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lastPosition = juiceStream.OriginalX + juiceStream.Path.ControlPoints[^1].Position.X;
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// Todo: BUG!! Stable attempted to use the end time of the stream, but referenced it too early in execution and used the start time instead.
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lastStartTime = juiceStream.StartTime;
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@ -76,7 +76,7 @@ namespace osu.Game.Rulesets.Catch.Edit.Blueprints.Components
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path.ConvertFromSliderPath(sliderPath);
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// If the original slider path has non-linear type segments, resample the vertices at nested hit object times to reduce the number of vertices.
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if (sliderPath.ControlPoints.Any(p => p.Type.Value != null && p.Type.Value != PathType.Linear))
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if (sliderPath.ControlPoints.Any(p => p.Type != null && p.Type != PathType.Linear))
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{
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path.ResampleVertices(hitObject.NestedHitObjects
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.Skip(1).TakeWhile(h => !(h is Fruit)) // Only droplets in the first span are used.
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@ -127,7 +127,7 @@ namespace osu.Game.Rulesets.Catch.Edit
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juiceStream.OriginalX = selectionRange.GetFlippedPosition(juiceStream.OriginalX);
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foreach (var point in juiceStream.Path.ControlPoints)
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point.Position.Value *= new Vector2(-1, 1);
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point.Position *= new Vector2(-1, 1);
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EditorBeatmap.Update(juiceStream);
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return true;
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@ -68,9 +68,9 @@ namespace osu.Game.Rulesets.Catch.Mods
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/// </summary>
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private static void mirrorJuiceStreamPath(JuiceStream juiceStream)
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{
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var controlPoints = juiceStream.Path.ControlPoints.Select(p => new PathControlPoint(p.Position.Value, p.Type.Value)).ToArray();
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var controlPoints = juiceStream.Path.ControlPoints.Select(p => new PathControlPoint(p.Position, p.Type)).ToArray();
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foreach (var point in controlPoints)
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point.Position.Value = new Vector2(-point.Position.Value.X, point.Position.Value.Y);
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point.Position = new Vector2(-point.Position.X, point.Position.Y);
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juiceStream.Path = new SliderPath(controlPoints, juiceStream.Path.ExpectedDistance.Value);
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}
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@ -138,7 +138,7 @@ namespace osu.Game.Rulesets.Catch.Objects
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if (value != null)
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{
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path.ControlPoints.AddRange(value.ControlPoints.Select(c => new PathControlPoint(c.Position.Value, c.Type.Value)));
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path.ControlPoints.AddRange(value.ControlPoints.Select(c => new PathControlPoint(c.Position, c.Type)));
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path.ExpectedDistance.Value = value.ExpectedDistance.Value;
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}
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}
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@ -234,7 +234,7 @@ namespace osu.Game.Rulesets.Catch.Objects
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for (int i = 1; i < vertices.Count; i++)
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{
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sliderPath.ControlPoints[^1].Type.Value = PathType.Linear;
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sliderPath.ControlPoints[^1].Type = PathType.Linear;
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float deltaX = vertices[i].X - lastPosition.X;
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double length = vertices[i].Distance - currentDistance;
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