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Remove DisplayInitialCombo method for simplicity
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@ -50,11 +50,17 @@ namespace osu.Game.Rulesets.Catch.Skinning
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};
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};
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}
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}
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public void DisplayInitialCombo(int combo) => updateCombo(combo, null, true);
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private int lastDisplayedCombo;
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public void UpdateCombo(int combo, Color4? hitObjectColour) => updateCombo(combo, hitObjectColour, false);
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private void updateCombo(int combo, Color4? hitObjectColour, bool immediate)
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public void UpdateCombo(int combo, Color4? hitObjectColour = null)
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{
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{
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bool immediate = Time.Elapsed < 0;
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if (combo == lastDisplayedCombo)
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return;
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lastDisplayedCombo = combo;
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// There may still be existing transforms to the counter (including value change after 250ms),
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// There may still be existing transforms to the counter (including value change after 250ms),
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// finish them immediately before new transforms.
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// finish them immediately before new transforms.
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counter.FinishTransforms();
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counter.FinishTransforms();
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@ -28,7 +28,7 @@ namespace osu.Game.Rulesets.Catch.UI
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protected override void SkinChanged(ISkinSource skin, bool allowFallback)
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protected override void SkinChanged(ISkinSource skin, bool allowFallback)
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{
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{
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base.SkinChanged(skin, allowFallback);
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base.SkinChanged(skin, allowFallback);
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ComboCounter?.DisplayInitialCombo(currentCombo);
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ComboCounter?.UpdateCombo(currentCombo);
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}
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}
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public void OnNewResult(DrawableCatchHitObject judgedObject, JudgementResult result)
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public void OnNewResult(DrawableCatchHitObject judgedObject, JudgementResult result)
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@ -11,16 +11,6 @@ namespace osu.Game.Rulesets.Catch.UI
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/// </summary>
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/// </summary>
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public interface ICatchComboCounter : IDrawable
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public interface ICatchComboCounter : IDrawable
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{
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{
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/// <summary>
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/// Updates the counter to display the provided <paramref name="combo"/> as initial value.
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/// The value should be immediately displayed without any animation.
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/// </summary>
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/// <remarks>
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/// This is required for when instantiating a combo counter in middle of accumulating combo (via skin change).
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/// </remarks>
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/// <param name="combo">The combo value to be displayed as initial.</param>
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void DisplayInitialCombo(int combo);
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/// <summary>
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/// <summary>
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/// Updates the counter to animate a transition from the old combo value it had to the current provided one.
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/// Updates the counter to animate a transition from the old combo value it had to the current provided one.
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/// </summary>
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/// </summary>
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@ -29,6 +19,6 @@ namespace osu.Game.Rulesets.Catch.UI
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/// </remarks>
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/// </remarks>
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/// <param name="combo">The new combo value.</param>
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/// <param name="combo">The new combo value.</param>
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/// <param name="hitObjectColour">The colour of the object if hit, null on miss.</param>
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/// <param name="hitObjectColour">The colour of the object if hit, null on miss.</param>
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void UpdateCombo(int combo, Color4? hitObjectColour);
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void UpdateCombo(int combo, Color4? hitObjectColour = null);
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}
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}
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}
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}
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