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Implement connected HitObjectLine for twin notes #194
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Still quite buggy, but works
The extra layer of lifetime management causes problems with no benefits.
Trimmed large amount of blank space, and pngcrushed textures. Also pngcrushed the other textures while I'm at it.
This would be used in the editor, where it is expected that Lines get updated as hitobjects are added/removed or their properties modified.
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Previously, individual laned
HitObjects
maintained their own HitObjectLine. Their line remained static and didn't consider the presence of a twin.This PR decouples the
HitObjectLine
from the HitObject drawables, and delegate the task of rendering the lines to aHitObjectLineRenderer
withinLanedPlayfield
. The renderer functions similarly to osu!standard'sFollowPointRenderer
.The renderer has full knowledge of all HitObjects present within the session, and groups HitObjects based on their StartTime. Each group is then assigned a
HitObjectLineEntry
(derived from LifetimeEntry), which determine the type of line that it is based on the amount of HitObjects in that group, and their assigned lanes. TheHitObjectLineEntry
is then used by the renderer to Add/Remove the appropriate Line Drawable to/from the hierarchy. The lines are pooled ahead-of-time based on their type.Example of a connected line for a set of twins (White dots represent the lanes of the HitObjects):

There are currently five line types, which are as follows