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Make many internal classes and methods public
This is important when using dynamic compiling to rapidly iterate. Until we actually split projects out into pieces (like the abstract ruleset project we have talked about) there is no advantage to using internal in the osu! game code.
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@ -20,12 +20,12 @@ namespace osu.Game.Rulesets.Judgements
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/// <summary>
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/// The combo prior to this judgement occurring.
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/// </summary>
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internal int ComboAtJudgement;
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public int ComboAtJudgement;
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/// <summary>
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/// The highest combo achieved prior to this judgement occurring.
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/// </summary>
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internal int HighestComboAtJudgement;
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public int HighestComboAtJudgement;
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/// <summary>
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/// Whether a successful hit occurred.
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@ -41,7 +41,7 @@ namespace osu.Game.Rulesets.Judgements
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/// The offset from a perfect hit at which this judgement occurred.
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/// Populated when added via <see cref="DrawableHitObject{TObject}.AddJudgement"/>.
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/// </summary>
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public double TimeOffset { get; internal set; }
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public double TimeOffset { get; public set; }
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/// <summary>
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/// Whether the <see cref="Result"/> should affect the combo portion of the score.
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@ -11,7 +11,7 @@ namespace osu.Game.Rulesets.Objects.Legacy.Catch
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/// <summary>
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/// A HitObjectParser to parse legacy osu!catch Beatmaps.
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/// </summary>
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internal class ConvertHitObjectParser : Legacy.ConvertHitObjectParser
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public class ConvertHitObjectParser : Legacy.ConvertHitObjectParser
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{
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protected override HitObject CreateHit(Vector2 position, bool newCombo)
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{
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@ -11,7 +11,7 @@ namespace osu.Game.Rulesets.Objects.Legacy.Mania
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/// <summary>
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/// A HitObjectParser to parse legacy osu!mania Beatmaps.
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/// </summary>
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internal class ConvertHitObjectParser : Legacy.ConvertHitObjectParser
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public class ConvertHitObjectParser : Legacy.ConvertHitObjectParser
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{
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protected override HitObject CreateHit(Vector2 position, bool newCombo)
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{
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@ -11,7 +11,7 @@ namespace osu.Game.Rulesets.Objects.Legacy.Osu
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/// <summary>
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/// A HitObjectParser to parse legacy osu! Beatmaps.
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/// </summary>
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internal class ConvertHitObjectParser : Legacy.ConvertHitObjectParser
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public class ConvertHitObjectParser : Legacy.ConvertHitObjectParser
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{
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protected override HitObject CreateHit(Vector2 position, bool newCombo)
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{
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@ -11,7 +11,7 @@ namespace osu.Game.Rulesets.Objects.Legacy.Taiko
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/// <summary>
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/// A HitObjectParser to parse legacy osu!taiko Beatmaps.
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/// </summary>
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internal class ConvertHitObjectParser : Legacy.ConvertHitObjectParser
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public class ConvertHitObjectParser : Legacy.ConvertHitObjectParser
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{
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protected override HitObject CreateHit(Vector2 position, bool newCombo)
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{
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@ -8,7 +8,7 @@ namespace osu.Game.Rulesets.Timing
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/// <summary>
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/// A <see cref="ScrollingContainer"/> which scrolls linearly relative to the <see cref="MultiplierControlPoint"/> start time.
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/// </summary>
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internal class LinearScrollingContainer : ScrollingContainer
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public class LinearScrollingContainer : ScrollingContainer
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{
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private readonly MultiplierControlPoint controlPoint;
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@ -20,7 +20,7 @@ namespace osu.Game.Rulesets.UI
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/// </summary>
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public HitObjectContainer HitObjects { get; protected set; }
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internal Container<Drawable> ScaledContent;
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public Container<Drawable> ScaledContent;
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/// <summary>
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/// Whether we are currently providing the local user a gameplay cursor.
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@ -61,7 +61,7 @@ namespace osu.Game.Rulesets.UI
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/// A visual representation of a <see cref="Rulesets.Ruleset"/>.
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/// </summary>
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/// <param name="ruleset">The ruleset being repesented.</param>
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internal RulesetContainer(Ruleset ruleset)
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public RulesetContainer(Ruleset ruleset)
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{
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Ruleset = ruleset;
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}
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