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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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@ -119,9 +119,9 @@ namespace osu.Game.Rulesets.Osu.Utils
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slider.NestedHitObjects.OfType<SliderTick>().ForEach(h => h.Position = new Vector2(OsuPlayfield.BASE_SIZE.X - h.Position.X, h.Position.Y));
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slider.NestedHitObjects.OfType<SliderRepeat>().ForEach(h => h.Position = new Vector2(OsuPlayfield.BASE_SIZE.X - h.Position.X, h.Position.Y));
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var controlPoints = slider.Path.ControlPoints.Select(p => new PathControlPoint(p.Position.Value, p.Type.Value)).ToArray();
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var controlPoints = slider.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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slider.Path = new SliderPath(controlPoints, slider.Path.ExpectedDistance.Value);
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}
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@ -140,9 +140,9 @@ namespace osu.Game.Rulesets.Osu.Utils
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slider.NestedHitObjects.OfType<SliderTick>().ForEach(h => h.Position = new Vector2(h.Position.X, OsuPlayfield.BASE_SIZE.Y - h.Position.Y));
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slider.NestedHitObjects.OfType<SliderRepeat>().ForEach(h => h.Position = new Vector2(h.Position.X, OsuPlayfield.BASE_SIZE.Y - h.Position.Y));
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var controlPoints = slider.Path.ControlPoints.Select(p => new PathControlPoint(p.Position.Value, p.Type.Value)).ToArray();
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var controlPoints = slider.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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slider.Path = new SliderPath(controlPoints, slider.Path.ExpectedDistance.Value);
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}
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