Reduce allocations in DrawableSpinner

This commit is contained in:
Andrei Zavatski 2024-02-24 20:18:30 +03:00
parent 28917446ab
commit 1fb19e7129
2 changed files with 30 additions and 6 deletions

View File

@ -279,10 +279,9 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
if (HandleUserInput)
{
bool isValidSpinningTime = Time.Current >= HitObject.StartTime && Time.Current <= HitObject.EndTime;
bool correctButtonPressed = (OsuActionInputManager?.PressedActions.Any(x => x == OsuAction.LeftButton || x == OsuAction.RightButton) ?? false);
RotationTracker.Tracking = !Result.HasResult
&& correctButtonPressed
&& correctButtonPressed()
&& isValidSpinningTime;
}
@ -292,11 +291,34 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
// Ticks can theoretically be judged at any point in the spinner's duration.
// A tick must be alive to correctly play back samples,
// but for performance reasons, we only want to keep the next tick alive.
var next = NestedHitObjects.FirstOrDefault(h => !h.Judged);
DrawableHitObject nextTick = null;
foreach (var nested in NestedHitObjects)
{
if (!nested.Judged)
{
nextTick = nested;
break;
}
}
// See default `LifetimeStart` as set in `DrawableSpinnerTick`.
if (next?.LifetimeStart == double.MaxValue)
next.LifetimeStart = HitObject.StartTime;
if (nextTick?.LifetimeStart == double.MaxValue)
nextTick.LifetimeStart = HitObject.StartTime;
}
private bool correctButtonPressed()
{
if (OsuActionInputManager == null)
return false;
foreach (var action in OsuActionInputManager.PressedActions)
{
if (action == OsuAction.LeftButton || action == OsuAction.RightButton)
return true;
}
return false;
}
protected override void UpdateAfterChildren()

View File

@ -11,10 +11,12 @@ using System.Linq;
using JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Extensions.ListExtensions;
using osu.Framework.Extensions.ObjectExtensions;
using osu.Framework.Extensions.TypeExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Lists;
using osu.Framework.Threading;
using osu.Framework.Utils;
using osu.Game.Audio;
@ -65,7 +67,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
public virtual IEnumerable<HitSampleInfo> GetSamples() => HitObject.Samples;
private readonly List<DrawableHitObject> nestedHitObjects = new List<DrawableHitObject>();
public IReadOnlyList<DrawableHitObject> NestedHitObjects => nestedHitObjects;
public SlimReadOnlyListWrapper<DrawableHitObject> NestedHitObjects => nestedHitObjects.AsSlimReadOnly();
/// <summary>
/// Whether this object should handle any user input events.