mirror of
https://github.com/ppy/osu
synced 2024-12-27 09:23:15 +00:00
Merge pull request #27206 from EVAST9919/selection-enumerators
Reduce allocations during beatmap selection
This commit is contained in:
commit
715236765a
@ -232,7 +232,13 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
|
||||
|
||||
IList<HitObject> nestedObjects = slider.NestedHitObjects;
|
||||
|
||||
SliderTick? lastRealTick = slider.NestedHitObjects.OfType<SliderTick>().LastOrDefault();
|
||||
SliderTick? lastRealTick = null;
|
||||
|
||||
foreach (var hitobject in slider.NestedHitObjects)
|
||||
{
|
||||
if (hitobject is SliderTick tick)
|
||||
lastRealTick = tick;
|
||||
}
|
||||
|
||||
if (lastRealTick?.StartTime > trackingEndTime)
|
||||
{
|
||||
|
@ -2,7 +2,6 @@
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System;
|
||||
using System.Linq;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Beatmaps.ControlPoints;
|
||||
@ -149,8 +148,11 @@ namespace osu.Game.Rulesets.Osu.Objects
|
||||
{
|
||||
StackHeightBindable.BindValueChanged(height =>
|
||||
{
|
||||
foreach (var nested in NestedHitObjects.OfType<OsuHitObject>())
|
||||
nested.StackHeight = height.NewValue;
|
||||
foreach (var nested in NestedHitObjects)
|
||||
{
|
||||
if (nested is OsuHitObject osuHitObject)
|
||||
osuHitObject.StackHeight = height.NewValue;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
|
@ -252,18 +252,25 @@ namespace osu.Game.Rulesets.Osu.Objects
|
||||
|
||||
protected void UpdateNestedSamples()
|
||||
{
|
||||
var firstSample = Samples.FirstOrDefault(s => s.Name == HitSampleInfo.HIT_NORMAL)
|
||||
?? Samples.FirstOrDefault(); // TODO: remove this when guaranteed sort is present for samples (https://github.com/ppy/osu/issues/1933)
|
||||
var sampleList = new List<HitSampleInfo>();
|
||||
// TODO: remove this when guaranteed sort is present for samples (https://github.com/ppy/osu/issues/1933)
|
||||
HitSampleInfo tickSample = (Samples.FirstOrDefault(s => s.Name == HitSampleInfo.HIT_NORMAL) ?? Samples.FirstOrDefault())?.With("slidertick");
|
||||
|
||||
if (firstSample != null)
|
||||
sampleList.Add(firstSample.With("slidertick"));
|
||||
foreach (var nested in NestedHitObjects)
|
||||
{
|
||||
switch (nested)
|
||||
{
|
||||
case SliderTick tick:
|
||||
tick.SamplesBindable.Clear();
|
||||
|
||||
foreach (var tick in NestedHitObjects.OfType<SliderTick>())
|
||||
tick.Samples = sampleList;
|
||||
if (tickSample != null)
|
||||
tick.SamplesBindable.Add(tickSample);
|
||||
break;
|
||||
|
||||
foreach (var repeat in NestedHitObjects.OfType<SliderRepeat>())
|
||||
repeat.Samples = this.GetNodeSamples(repeat.RepeatIndex + 1);
|
||||
case SliderRepeat repeat:
|
||||
repeat.Samples = this.GetNodeSamples(repeat.RepeatIndex + 1);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (HeadCircle != null)
|
||||
HeadCircle.Samples = this.GetNodeSamples(0);
|
||||
|
@ -61,16 +61,17 @@ namespace osu.Game.Rulesets.Objects
|
||||
case NotifyCollectionChangedAction.Add:
|
||||
Debug.Assert(args.NewItems != null);
|
||||
|
||||
foreach (var c in args.NewItems.Cast<PathControlPoint>())
|
||||
c.Changed += invalidate;
|
||||
foreach (object? newItem in args.NewItems)
|
||||
((PathControlPoint)newItem).Changed += invalidate;
|
||||
|
||||
break;
|
||||
|
||||
case NotifyCollectionChangedAction.Reset:
|
||||
case NotifyCollectionChangedAction.Remove:
|
||||
Debug.Assert(args.OldItems != null);
|
||||
|
||||
foreach (var c in args.OldItems.Cast<PathControlPoint>())
|
||||
c.Changed -= invalidate;
|
||||
foreach (object? oldItem in args.OldItems)
|
||||
((PathControlPoint)oldItem).Changed -= invalidate;
|
||||
break;
|
||||
}
|
||||
|
||||
@ -269,10 +270,10 @@ namespace osu.Game.Rulesets.Objects
|
||||
{
|
||||
List<Vector2> subPath = calculateSubPath(segmentVertices, segmentType);
|
||||
// Skip the first vertex if it is the same as the last vertex from the previous segment
|
||||
int skipFirst = calculatedPath.Count > 0 && subPath.Count > 0 && calculatedPath.Last() == subPath[0] ? 1 : 0;
|
||||
bool skipFirst = calculatedPath.Count > 0 && subPath.Count > 0 && calculatedPath.Last() == subPath[0];
|
||||
|
||||
foreach (Vector2 t in subPath.Skip(skipFirst))
|
||||
calculatedPath.Add(t);
|
||||
for (int j = skipFirst ? 1 : 0; j < subPath.Count; j++)
|
||||
calculatedPath.Add(subPath[j]);
|
||||
}
|
||||
|
||||
if (i > 0)
|
||||
|
Loading…
Reference in New Issue
Block a user