Tidy up comments

This commit is contained in:
Dean Herbert 2020-04-11 15:04:58 +09:00
parent 63ebb7f80c
commit 3d5a622db7

View File

@ -37,18 +37,20 @@ namespace osu.Game.Rulesets.Taiko.Skinning
string prefix = ((drawableHitObject as DrawableTaikoHitObject)?.HitObject.IsStrong ?? false) ? big_hit : normal_hit; string prefix = ((drawableHitObject as DrawableTaikoHitObject)?.HitObject.IsStrong ?? false) ? big_hit : normal_hit;
return skin.GetAnimation($"{prefix}{lookup}", true, false) ?? skin.GetAnimation($"{normal_hit}{lookup}", true, false); return skin.GetAnimation($"{prefix}{lookup}", true, false) ??
// fallback to regular size if "big" version doesn't exist.
skin.GetAnimation($"{normal_hit}{lookup}", true, false);
} }
// backgroundLayer is guaranteed to exist due to the pre-check in TaikoLegacySkinTransformer // backgroundLayer is guaranteed to exist due to the pre-check in TaikoLegacySkinTransformer.
AddInternal(backgroundLayer = getDrawableFor("circle")); AddInternal(backgroundLayer = getDrawableFor("circle"));
var foregroundLayer = getDrawableFor("circleoverlay"); var foregroundLayer = getDrawableFor("circleoverlay");
if (foregroundLayer != null) if (foregroundLayer != null)
AddInternal(foregroundLayer); AddInternal(foregroundLayer);
// animations in taiko skins are used in a custom way (>150 combo and animating in time with beat). // Animations in taiko skins are used in a custom way (>150 combo and animating in time with beat).
// for now just stop at first frame for sanity. // For now just stop at first frame for sanity.
foreach (var c in InternalChildren) foreach (var c in InternalChildren)
{ {
(c as IFramedAnimation)?.Stop(); (c as IFramedAnimation)?.Stop();
@ -66,8 +68,8 @@ namespace osu.Game.Rulesets.Taiko.Skinning
{ {
base.Update(); base.Update();
// not all skins (including the default osu-stable) have similar sizes for hitcircle and hitcircleoverlay. // Not all skins (including the default osu-stable) have similar sizes for "hitcircle" and "hitcircleoverlay".
// this ensures they are scaled relative to each other but also match the expected DrawableHit size. // This ensures they are scaled relative to each other but also match the expected DrawableHit size.
foreach (var c in InternalChildren) foreach (var c in InternalChildren)
c.Scale = new Vector2(DrawWidth / 128); c.Scale = new Vector2(DrawWidth / 128);
} }