Don't create nested hitobjects unless absolutely required

This commit is contained in:
smoogipoo 2018-05-17 12:29:33 +09:00
parent 7765a1aa3a
commit c67f372560

View File

@ -1,6 +1,7 @@
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic;
using Newtonsoft.Json;
using osu.Framework.Extensions.IEnumerableExtensions;
@ -56,10 +57,10 @@ namespace osu.Game.Rulesets.Objects
/// </summary>
public HitWindows HitWindows { get; set; }
private readonly SortedList<HitObject> nestedHitObjects = new SortedList<HitObject>((h1, h2) => h1.StartTime.CompareTo(h2.StartTime));
private readonly Lazy<SortedList<HitObject>> nestedHitObjects = new Lazy<SortedList<HitObject>>(() => new SortedList<HitObject>((h1, h2) => h1.StartTime.CompareTo(h2.StartTime)));
[JsonIgnore]
public IReadOnlyList<HitObject> NestedHitObjects => nestedHitObjects;
public IReadOnlyList<HitObject> NestedHitObjects => nestedHitObjects.Value;
/// <summary>
/// Applies default values to this HitObject.
@ -70,13 +71,19 @@ namespace osu.Game.Rulesets.Objects
{
ApplyDefaultsToSelf(controlPointInfo, difficulty);
nestedHitObjects.Clear();
if (nestedHitObjects.IsValueCreated)
nestedHitObjects.Value.Clear();
CreateNestedHitObjects();
nestedHitObjects.ForEach(h =>
if (nestedHitObjects.IsValueCreated)
{
h.HitWindows = HitWindows;
h.ApplyDefaults(controlPointInfo, difficulty);
});
nestedHitObjects.Value.ForEach(h =>
{
h.HitWindows = HitWindows;
h.ApplyDefaults(controlPointInfo, difficulty);
});
}
}
protected virtual void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
@ -96,7 +103,7 @@ namespace osu.Game.Rulesets.Objects
{
}
protected void AddNested(HitObject hitObject) => nestedHitObjects.Add(hitObject);
protected void AddNested(HitObject hitObject) => nestedHitObjects.Value.Add(hitObject);
/// <summary>
/// Creates the <see cref="HitWindows"/> for this <see cref="HitObject"/>.