osu.Framework/Graphics/Containers/CompositeDrawable.cs
/// <summary>
/// Checks whether the alive state of any child has changed and processes it. This will add or remove
/// children from <see cref="aliveInternalChildren"/> depending on their alive states.
/// <para>Note that this does NOT check the load state of this <see cref="CompositeDrawable"/> to check if it can hold any alive children.</para>
/// </summary>
/// <returns>Whether any child's alive state has changed.</returns>
Checks whether the alive state of any child has changed and processes it. This will add or remove
children from  depending on their alive states.
Note that this does NOT check the load state of this  to check if it can hold any alive children.
Checks whether the alive state of any child has changed and processes it . This will add or remove children from depending on their alive states . Note that this does NOT check the load state of this to check if it can hold any alive children .
protected virtual bool CheckChildrenLife()
        {
            bool anyAliveChanged = false;
            int originalCount = internalChildren.Count;
            for (int i = 0; i < internalChildren.Count; i++)
                anyAliveChanged |= checkChildLife(internalChildren[i + internalChildren.Count - originalCount]);
            FrameStatistics.Add(StatisticsCounterType.CCL, originalCount);
            if (anyAliveChanged)
                childrenSizeDependencies.Invalidate();
            return anyAliveChanged;
        }
protected virtual bool CheckChildrenLife ( ) { bool anyAliveChanged = false ; int originalCount = internalChildren . Count ; for ( int i = 0 ; i < internalChildren . Count ; i ++ ) anyAliveChanged |= checkChildLife ( internalChildren [ i + internalChildren . Count - originalCount ] ) ; FrameStatistics . Add ( StatisticsCounterType . CCL , originalCount ) ; if ( anyAliveChanged ) childrenSizeDependencies . Invalidate ( ) ; return anyAliveChanged ; }
Checks whether the alive state of any child has changed and processes it.
Checks whether the alive state of any child has changed and processes it .
// checkChildLife may remove a child from internalChildren. In order to not skip children, // we keep track of the original amount children to apply an offset to the iterator
Whether any child's alive state has changed.
Whether any child ' s alive state has changed .