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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`.
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@ -11,6 +11,7 @@ using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.TypeExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Performance;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Threading;
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using osu.Game.Audio;
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@ -431,7 +432,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
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/// <summary>
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/// Apply (generally fade-in) transforms leading into the <see cref="HitObject"/> start time.
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/// The local drawable hierarchy is recursively delayed to <see cref="HitObjectLifetimeEntry.LifetimeStart"/> for convenience.
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/// The local drawable hierarchy is recursively delayed to <see cref="LifetimeEntry.LifetimeStart"/> for convenience.
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///
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/// By default this will fade in the object from zero with no duration.
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/// </summary>
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@ -613,7 +614,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
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/// <remarks>
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/// This is only used as an optimisation to delay the initial update of this <see cref="DrawableHitObject"/> and may be tuned more aggressively if required.
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/// It is indirectly used to decide the automatic transform offset provided to <see cref="UpdateInitialTransforms"/>.
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/// A more accurate <see cref="HitObjectLifetimeEntry.LifetimeStart"/> should be set for further optimisation (in <see cref="LoadComplete"/>, for example).
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/// A more accurate <see cref="LifetimeEntry.LifetimeStart"/> should be set for further optimisation (in <see cref="LoadComplete"/>, for example).
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/// <para>
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/// Only has an effect if this <see cref="DrawableHitObject"/> is not being pooled.
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/// For pooled <see cref="DrawableHitObject"/>s, use <see cref="HitObjectLifetimeEntry.InitialLifetimeOffset"/> instead.
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