Fix remaining issues

This commit is contained in:
Dean Herbert
2019-02-28 13:31:40 +09:00
parent 3e1f283281
commit 26d53d06a9
241 changed files with 673 additions and 330 deletions

View File

@ -113,12 +113,15 @@ namespace osu.Game.Rulesets.Difficulty
case 0:
// Initial-case: Empty current set
yield return new ModNoMod();
break;
case 1:
yield return currentSet.Single();
break;
default:
yield return new MultiMod(currentSet.ToArray());
break;
}

View File

@ -111,8 +111,8 @@ namespace osu.Game.Rulesets.Edit
toolboxCollection.Items =
CompositionTools.Select(t => new RadioButton(t.Name, () => blueprintContainer.CurrentTool = t))
.Prepend(new RadioButton("Select", () => blueprintContainer.CurrentTool = null))
.ToList();
.Prepend(new RadioButton("Select", () => blueprintContainer.CurrentTool = null))
.ToList();
toolboxCollection.Items[0].Select();
}

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@ -75,6 +75,7 @@ namespace osu.Game.Rulesets.Edit
{
if (state == value)
return;
state = value;
if (state == PlacementState.Shown)

View File

@ -109,6 +109,7 @@ namespace osu.Game.Rulesets.Mods
protected abstract string FragmentShader { get; }
private Vector2 flashlightPosition;
protected Vector2 FlashlightPosition
{
get => flashlightPosition;
@ -122,6 +123,7 @@ namespace osu.Game.Rulesets.Mods
}
private Vector2 flashlightSize;
protected Vector2 FlashlightSize
{
get => flashlightSize;

View File

@ -31,6 +31,8 @@ namespace osu.Game.Rulesets.Mods
d.ApplyCustomUpdateState += ApplyHiddenState;
}
protected virtual void ApplyHiddenState(DrawableHitObject hitObject, ArmedState state) { }
protected virtual void ApplyHiddenState(DrawableHitObject hitObject, ArmedState state)
{
}
}
}

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@ -13,7 +13,7 @@ namespace osu.Game.Rulesets.Objects
private static readonly IReadOnlyDictionary<HitResult, (double od0, double od5, double od10)> base_ranges = new Dictionary<HitResult, (double, double, double)>
{
{ HitResult.Perfect, (44.8, 38.8, 27.8) },
{ HitResult.Great, (128, 98, 68 ) },
{ HitResult.Great, (128, 98, 68) },
{ HitResult.Good, (194, 164, 134) },
{ HitResult.Ok, (254, 224, 194) },
{ HitResult.Meh, (302, 272, 242) },

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@ -12,7 +12,7 @@ namespace osu.Game.Rulesets.Objects.Legacy
Slider = 1 << 1,
NewCombo = 1 << 2,
Spinner = 1 << 3,
ComboOffset = 1 << 4 | 1 << 5 | 1 << 6,
ComboOffset = (1 << 4) | (1 << 5) | (1 << 6),
Hold = 1 << 7
}
}

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@ -125,6 +125,7 @@ namespace osu.Game.Rulesets.Objects
{
if (isInitialised)
return;
isInitialised = true;
controlPoints = controlPoints ?? Array.Empty<Vector2>();
@ -280,6 +281,7 @@ namespace osu.Game.Rulesets.Objects
public override bool Equals(object obj)
{
if (ReferenceEquals(null, obj)) return false;
return obj is SliderPath other && Equals(other);
}
}

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@ -99,6 +99,7 @@ namespace osu.Game.Rulesets.Replays
// that would occur as a result of this frame in forward playback
if (currentDirection == -1)
return CurrentTime = CurrentFrame.Time - 1;
return CurrentTime = CurrentFrame.Time;
}
}

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@ -9,14 +9,17 @@ namespace osu.Game.Rulesets.UI.Scrolling
/// Hit objects will scroll vertically from the bottom of the hitobject container.
/// </summary>
Up,
/// <summary>
/// Hit objects will scroll vertically from the top of the hitobject container.
/// </summary>
Down,
/// <summary>
/// Hit objects will scroll horizontally from the right of the hitobject container.
/// </summary>
Left,
/// <summary>
/// Hit objects will scroll horizontally from the left of the hitobject container.
/// </summary>