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Rework lookups to not require total playfield columns
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@ -176,7 +176,7 @@ namespace osu.Game.Screens.Play
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dependencies.CacheAs(gameplayBeatmap);
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addUnderlayComponents(GameplayClockContainer);
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addGameplayComponents(GameplayClockContainer, Beatmap.Value);
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addGameplayComponents(GameplayClockContainer, Beatmap.Value, playableBeatmap);
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addOverlayComponents(GameplayClockContainer, Beatmap.Value);
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DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updatePauseOnFocusLostState(), true);
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@ -214,13 +214,13 @@ namespace osu.Game.Screens.Play
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target.Add(DimmableStoryboard = new DimmableStoryboard(Beatmap.Value.Storyboard) { RelativeSizeAxes = Axes.Both });
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}
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private void addGameplayComponents(Container target, WorkingBeatmap working)
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private void addGameplayComponents(Container target, WorkingBeatmap working, IBeatmap playableBeatmap)
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{
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var beatmapSkinProvider = new BeatmapSkinProvidingContainer(working.Skin);
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// the beatmapSkinProvider is used as the fallback source here to allow the ruleset-specific skin implementation
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// full access to all skin sources.
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var rulesetSkinProvider = new SkinProvidingContainer(ruleset.CreateLegacySkinProvider(beatmapSkinProvider));
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var rulesetSkinProvider = new SkinProvidingContainer(ruleset.CreateLegacySkinProvider(beatmapSkinProvider, playableBeatmap));
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// load the skinning hierarchy first.
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// this is intentionally done in two stages to ensure things are in a loaded state before exposing the ruleset to skin sources.
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