Enable pooling for taiko judgements

This commit is contained in:
Bartłomiej Dach 2021-03-06 15:06:16 +01:00
parent 06e42b4b4c
commit 8f4dadb06a
2 changed files with 19 additions and 17 deletions

View File

@ -3,7 +3,6 @@
using osu.Framework.Graphics; using osu.Framework.Graphics;
using osu.Game.Rulesets.Judgements; using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects.Drawables;
namespace osu.Game.Rulesets.Taiko.UI namespace osu.Game.Rulesets.Taiko.UI
{ {
@ -12,16 +11,6 @@ namespace osu.Game.Rulesets.Taiko.UI
/// </summary> /// </summary>
public class DrawableTaikoJudgement : DrawableJudgement public class DrawableTaikoJudgement : DrawableJudgement
{ {
/// <summary>
/// Creates a new judgement text.
/// </summary>
/// <param name="judgedObject">The object which is being judged.</param>
/// <param name="result">The judgement to visualise.</param>
public DrawableTaikoJudgement(JudgementResult result, DrawableHitObject judgedObject)
: base(result, judgedObject)
{
}
protected override void ApplyHitAnimations() protected override void ApplyHitAnimations()
{ {
this.MoveToY(-100, 500); this.MoveToY(-100, 500);

View File

@ -2,10 +2,12 @@
// See the LICENCE file in the repository root for full licence text. // See the LICENCE file in the repository root for full licence text.
using System; using System;
using System.Collections.Generic;
using System.Linq; using System.Linq;
using osu.Framework.Allocation; using osu.Framework.Allocation;
using osu.Framework.Graphics; using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Pooling;
using osu.Game.Beatmaps.ControlPoints; using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Graphics; using osu.Game.Graphics;
using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Objects.Drawables;
@ -17,6 +19,7 @@ using osu.Game.Rulesets.UI.Scrolling;
using osu.Game.Rulesets.Taiko.Objects.Drawables; using osu.Game.Rulesets.Taiko.Objects.Drawables;
using osu.Game.Rulesets.Taiko.Judgements; using osu.Game.Rulesets.Taiko.Judgements;
using osu.Game.Rulesets.Taiko.Objects; using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.Taiko.Scoring;
using osu.Game.Skinning; using osu.Game.Skinning;
using osuTK; using osuTK;
@ -38,6 +41,8 @@ namespace osu.Game.Rulesets.Taiko.UI
internal Drawable HitTarget; internal Drawable HitTarget;
private SkinnableDrawable mascot; private SkinnableDrawable mascot;
private readonly IDictionary<HitResult, DrawablePool<DrawableTaikoJudgement>> judgementPools = new Dictionary<HitResult, DrawablePool<DrawableTaikoJudgement>>();
private ProxyContainer topLevelHitContainer; private ProxyContainer topLevelHitContainer;
private Container rightArea; private Container rightArea;
private Container leftArea; private Container leftArea;
@ -159,6 +164,12 @@ namespace osu.Game.Rulesets.Taiko.UI
RegisterPool<Swell, DrawableSwell>(5); RegisterPool<Swell, DrawableSwell>(5);
RegisterPool<SwellTick, DrawableSwellTick>(100); RegisterPool<SwellTick, DrawableSwellTick>(100);
var hitWindows = new TaikoHitWindows();
foreach (var result in Enum.GetValues(typeof(HitResult)).OfType<HitResult>().Where(r => hitWindows.IsHitResultAllowed(r)))
judgementPools.Add(result, new DrawablePool<DrawableTaikoJudgement>(15));
AddRangeInternal(judgementPools.Values);
} }
protected override void LoadComplete() protected override void LoadComplete()
@ -283,13 +294,15 @@ namespace osu.Game.Rulesets.Taiko.UI
break; break;
default: default:
judgementContainer.Add(new DrawableTaikoJudgement(result, judgedObject) judgementContainer.Add(judgementPools[result.Type].Get(j =>
{ {
Anchor = result.IsHit ? Anchor.TopLeft : Anchor.CentreLeft, j.Apply(result, judgedObject);
Origin = result.IsHit ? Anchor.BottomCentre : Anchor.Centre,
RelativePositionAxes = Axes.X, j.Anchor = result.IsHit ? Anchor.TopLeft : Anchor.CentreLeft;
X = result.IsHit ? judgedObject.Position.X : 0, j.Origin = result.IsHit ? Anchor.BottomCentre : Anchor.Centre;
}); j.RelativePositionAxes = Axes.X;
j.X = result.IsHit ? judgedObject.Position.X : 0;
}));
var type = (judgedObject.HitObject as Hit)?.Type ?? HitType.Centre; var type = (judgedObject.HitObject as Hit)?.Type ?? HitType.Centre;
addExplosion(judgedObject, result.Type, type); addExplosion(judgedObject, result.Type, type);