Fix issues

This commit is contained in:
AlFasGD
2018-05-22 09:09:25 +03:00
parent bbe7765a95
commit 2769f6c47b
4 changed files with 3 additions and 15 deletions

View File

@ -3,13 +3,10 @@
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Primitives;
using osu.Game.Graphics;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Mania.Objects;
using osu.Game.Rulesets.Mania.Objects.Drawables;
using osu.Game.Rulesets.Mania.Objects.Drawables.Pieces;
using OpenTK;
using OpenTK.Graphics;
namespace osu.Game.Rulesets.Mania.Edit.Layers.Selection.Overlays
@ -32,7 +29,7 @@ namespace osu.Game.Rulesets.Mania.Edit.Layers.Selection.Overlays
{
new NoteMask(hold.Head),
new NoteMask(hold.Tail),
body = new BodyPiece()
body = new BodyPiece
{
AccentColour = Color4.Transparent
},

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@ -1,7 +1,6 @@
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Framework.Allocation;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Mania.UI;
using osu.Game.Screens.Edit.Screens.Compose.Layers;

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@ -1,7 +1,6 @@
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Framework.Graphics;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Edit.Tools;
@ -33,13 +32,6 @@ namespace osu.Game.Rulesets.Mania.Edit
new HitObjectCompositionTool<HoldNote>("Hold"),
};
// TODO: According to another proposal, extend this to support multiple layers for mania maps
// The logic could be moving all the layers that the beatmap has simultaneously
// To avoid using too many resources, this could be changed to simply changing the Alpha to something
// between 0.25f to 0.5f for notes that are in other layers (and may be also not selected)
// Will also need a tool to navigate through layers
// Please ignore the comment above, I just wanted to write my thoughts down so that I do not forget in 2 months when I get around to it
public override HitObjectMask CreateMaskFor(DrawableHitObject hitObject)
{
switch (hitObject)

View File

@ -22,9 +22,9 @@ namespace osu.Game.Screens.Edit.Screens.Compose.Layers
public HitObjectMaskLayer(Playfield playfield, HitObjectComposer composer)
{
// we need the playfield as HitObjects may not be initialised until its BDL.
this.Playfield = playfield;
Playfield = playfield;
this.Composer = composer;
Composer = composer;
RelativeSizeAxes = Axes.Both;
}