From a2c0951d94102cee2660e65412ffb4c4850114f1 Mon Sep 17 00:00:00 2001 From: ekrctb Date: Tue, 27 Apr 2021 15:23:33 +0900 Subject: [PATCH] Use overriding instead of hiding in HitObjectLifetimeEntry Hidden properties are used when the type is the base class. It caused issues when `DrawableHitObject` logic is factored out to `PoolableDrawableWithLifetime` because it is using the base `LifetimeEntry`, not `HitObjectLifetimeEntry`. --- .../Objects/Drawables/DrawableHitObject.cs | 5 ++- .../Objects/HitObjectLifetimeEntry.cs | 41 +++++-------------- 2 files changed, 13 insertions(+), 33 deletions(-) diff --git a/osu.Game/Rulesets/Objects/Drawables/DrawableHitObject.cs b/osu.Game/Rulesets/Objects/Drawables/DrawableHitObject.cs index 7739994527..6431ec8980 100644 --- a/osu.Game/Rulesets/Objects/Drawables/DrawableHitObject.cs +++ b/osu.Game/Rulesets/Objects/Drawables/DrawableHitObject.cs @@ -11,6 +11,7 @@ using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Extensions.TypeExtensions; using osu.Framework.Graphics; +using osu.Framework.Graphics.Performance; using osu.Framework.Graphics.Primitives; using osu.Framework.Threading; using osu.Game.Audio; @@ -431,7 +432,7 @@ namespace osu.Game.Rulesets.Objects.Drawables /// /// Apply (generally fade-in) transforms leading into the start time. - /// The local drawable hierarchy is recursively delayed to for convenience. + /// The local drawable hierarchy is recursively delayed to for convenience. /// /// By default this will fade in the object from zero with no duration. /// @@ -613,7 +614,7 @@ namespace osu.Game.Rulesets.Objects.Drawables /// /// This is only used as an optimisation to delay the initial update of this and may be tuned more aggressively if required. /// It is indirectly used to decide the automatic transform offset provided to . - /// A more accurate should be set for further optimisation (in , for example). + /// A more accurate should be set for further optimisation (in , for example). /// /// Only has an effect if this is not being pooled. /// For pooled s, use instead. diff --git a/osu.Game/Rulesets/Objects/HitObjectLifetimeEntry.cs b/osu.Game/Rulesets/Objects/HitObjectLifetimeEntry.cs index 1954d7e6d2..23e991d00e 100644 --- a/osu.Game/Rulesets/Objects/HitObjectLifetimeEntry.cs +++ b/osu.Game/Rulesets/Objects/HitObjectLifetimeEntry.cs @@ -38,40 +38,19 @@ namespace osu.Game.Rulesets.Objects startTimeBindable.BindValueChanged(onStartTimeChanged, true); } - // The lifetime start, as set by the hitobject. + // The lifetime, as set by the hitobject. private double realLifetimeStart = double.MinValue; - - /// - /// The time at which the should become alive. - /// - public new double LifetimeStart - { - get => realLifetimeStart; - set => setLifetime(realLifetimeStart = value, LifetimeEnd); - } - - // The lifetime end, as set by the hitobject. private double realLifetimeEnd = double.MaxValue; - /// - /// The time at which the should become dead. - /// - public new double LifetimeEnd + public override void SetLifetime(double start, double end) { - get => realLifetimeEnd; - set => setLifetime(LifetimeStart, realLifetimeEnd = value); - } + realLifetimeStart = start; + realLifetimeEnd = end; - private void setLifetime(double start, double end) - { if (keepAlive) - { - start = double.MinValue; - end = double.MaxValue; - } - - base.LifetimeStart = start; - base.LifetimeEnd = end; + base.SetLifetime(double.MinValue, double.MaxValue); + else + base.SetLifetime(start, end); } private bool keepAlive; @@ -87,7 +66,7 @@ namespace osu.Game.Rulesets.Objects return; keepAlive = value; - setLifetime(realLifetimeStart, realLifetimeEnd); + SetLifetime(realLifetimeStart, realLifetimeEnd); } } @@ -98,12 +77,12 @@ namespace osu.Game.Rulesets.Objects /// /// This is only used as an optimisation to delay the initial update of the and may be tuned more aggressively if required. /// It is indirectly used to decide the automatic transform offset provided to . - /// A more accurate should be set for further optimisation (in , for example). + /// A more accurate should be set for further optimisation (in , for example). /// protected virtual double InitialLifetimeOffset => 10000; /// - /// Resets according to the change in start time of the . + /// Resets according to the change in start time of the . /// private void onStartTimeChanged(ValueChangedEvent startTime) => LifetimeStart = HitObject.StartTime - InitialLifetimeOffset; }