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Tidy up variable names and unused resolved properties
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@ -2,8 +2,6 @@
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// See the LICENCE file in the repository root for full licence text.
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// See the LICENCE file in the repository root for full licence text.
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using System.Linq;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Audio;
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using osu.Game.Audio;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects;
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@ -27,20 +25,14 @@ namespace osu.Game.Rulesets.UI
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private readonly Container<SkinnableSound> hitSounds;
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private readonly Container<SkinnableSound> hitSounds;
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[Resolved]
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private DrawableRuleset drawableRuleset { get; set; }
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public GameplaySampleTriggerSource(HitObjectContainer hitObjectContainer)
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public GameplaySampleTriggerSource(HitObjectContainer hitObjectContainer)
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{
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{
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this.hitObjectContainer = hitObjectContainer;
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this.hitObjectContainer = hitObjectContainer;
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InternalChildren = new Drawable[]
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{
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InternalChild = hitSounds = new Container<SkinnableSound>
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hitSounds = new Container<SkinnableSound>
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{
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{
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Name = "concurrent sample pool",
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Name = "concurrent sample pool",
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RelativeSizeAxes = Axes.Both,
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ChildrenEnumerable = Enumerable.Range(0, max_concurrent_hitsounds).Select(_ => new SkinnableSound())
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Children = Enumerable.Range(0, max_concurrent_hitsounds).Select(_ => new SkinnableSound()).ToArray()
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},
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};
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};
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}
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}
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@ -74,10 +66,10 @@ namespace osu.Game.Rulesets.UI
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protected HitObject GetMostValidObject()
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protected HitObject GetMostValidObject()
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{
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{
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// The most optimal lookup case we have is when an object is alive. There are usually very few alive objects so there's no drawbacks in attempting this lookup each time.
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// The most optimal lookup case we have is when an object is alive. There are usually very few alive objects so there's no drawbacks in attempting this lookup each time.
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var nextObject = hitObjectContainer.AliveObjects.FirstOrDefault(h => h.HitObject.StartTime > Time.Current)?.HitObject;
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var hitObject = hitObjectContainer.AliveObjects.FirstOrDefault(h => h.HitObject.StartTime > Time.Current)?.HitObject;
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// In the case a next object isn't available in drawable form, we need to do a somewhat expensive traversal to get a valid sound to play.
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// In the case a next object isn't available in drawable form, we need to do a somewhat expensive traversal to get a valid sound to play.
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if (nextObject == null)
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if (hitObject == null)
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{
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{
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// This lookup can be skipped if the last entry is still valid (in the future and not yet hit).
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// This lookup can be skipped if the last entry is still valid (in the future and not yet hit).
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if (fallbackObject == null || fallbackObject.HitObject.StartTime < Time.Current || fallbackObject.Result?.IsHit == true)
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if (fallbackObject == null || fallbackObject.HitObject.StartTime < Time.Current || fallbackObject.Result?.IsHit == true)
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@ -97,15 +89,15 @@ namespace osu.Game.Rulesets.UI
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fallbackObject ??= hitObjectContainer.Entries.FirstOrDefault();
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fallbackObject ??= hitObjectContainer.Entries.FirstOrDefault();
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}
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}
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nextObject = fallbackObject?.HitObject;
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hitObject = fallbackObject?.HitObject;
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}
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}
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return nextObject;
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return hitObject;
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}
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}
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private SkinnableSound getNextSample()
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private SkinnableSound getNextSample()
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{
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{
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var hitSound = hitSounds[nextHitSoundIndex];
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SkinnableSound hitSound = hitSounds[nextHitSoundIndex];
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// round robin over available samples to allow for concurrent playback.
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// round robin over available samples to allow for concurrent playback.
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nextHitSoundIndex = (nextHitSoundIndex + 1) % max_concurrent_hitsounds;
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nextHitSoundIndex = (nextHitSoundIndex + 1) % max_concurrent_hitsounds;
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