Use event instead of using custom pools (osu)

This commit is contained in:
ekrctb
2020-11-20 17:28:06 +09:00
parent 468b2a97cb
commit cd16a3fa61
4 changed files with 64 additions and 117 deletions

View File

@ -1,32 +0,0 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Pooling;
using osu.Game.Rulesets.Objects.Drawables;
namespace osu.Game.Rulesets.Osu.Objects.Drawables
{
public class DrawableOsuPool<T> : DrawablePool<T>
where T : DrawableHitObject, new()
{
private readonly Func<DrawableHitObject, double, bool> checkHittable;
private readonly Action<Drawable> onLoaded;
public DrawableOsuPool(Func<DrawableHitObject, double, bool> checkHittable, Action<Drawable> onLoaded, int initialSize, int? maximumSize = null)
: base(initialSize, maximumSize)
{
this.checkHittable = checkHittable;
this.onLoaded = onLoaded;
}
protected override T CreateNewDrawable() => base.CreateNewDrawable().With(o =>
{
var osuObject = (DrawableOsuHitObject)(object)o;
osuObject.CheckHittable = checkHittable;
osuObject.OnLoadComplete += onLoaded;
});
}
}