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Simplify bubble container structure, modify some comments
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@ -38,8 +38,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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// Compatibility with these seems potentially feasible in the future, blocked for now because they don't work as one would expect
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// Compatibility with these seems potentially feasible in the future, blocked for now because they don't work as one would expect
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public override Type[] IncompatibleMods => new[] { typeof(OsuModBarrelRoll), typeof(OsuModMagnetised), typeof(OsuModRepel) };
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public override Type[] IncompatibleMods => new[] { typeof(OsuModBarrelRoll), typeof(OsuModMagnetised), typeof(OsuModRepel) };
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private PlayfieldAdjustmentContainer adjustmentContainer = null!;
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private PlayfieldAdjustmentContainer bubbleContainer = null!;
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private Container bubbleContainer = null!;
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private readonly Bindable<int> currentCombo = new BindableInt();
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private readonly Bindable<int> currentCombo = new BindableInt();
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@ -119,20 +118,17 @@ namespace osu.Game.Rulesets.Osu.Mods
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public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
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public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
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{
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{
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// Multiplying by 2 results in an initial size that is too large, hence 1.85 has been chosen
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// Multiplying by 2 results in an initial size that is too large, hence 1.90 has been chosen
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bubbleRadius = (float)(drawableRuleset.Beatmap.HitObjects.OfType<HitCircle>().First().Radius * 1.85f);
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// Also avoids the HitObject bleeding around the edges of the bubble drawable at minimum size
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bubbleRadius = (float)(drawableRuleset.Beatmap.HitObjects.OfType<HitCircle>().First().Radius * 1.90f);
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bubbleFade = drawableRuleset.Beatmap.HitObjects.OfType<HitCircle>().First().TimePreempt * 2;
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bubbleFade = drawableRuleset.Beatmap.HitObjects.OfType<HitCircle>().First().TimePreempt * 2;
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// We want to hide the judgements since they are obscured by the BubbleDrawable (due to layering)
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// We want to hide the judgements since they are obscured by the BubbleDrawable (due to layering)
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drawableRuleset.Playfield.DisplayJudgements.Value = false;
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drawableRuleset.Playfield.DisplayJudgements.Value = false;
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adjustmentContainer = drawableRuleset.CreatePlayfieldAdjustmentContainer();
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bubbleContainer = drawableRuleset.CreatePlayfieldAdjustmentContainer();
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adjustmentContainer.Add(bubbleContainer = new Container
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drawableRuleset.KeyBindingInputManager.Add(bubbleContainer);
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{
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RelativeSizeAxes = Axes.Both,
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});
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drawableRuleset.KeyBindingInputManager.Add(adjustmentContainer);
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}
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}
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protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state) => applyBubbleState(hitObject);
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protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state) => applyBubbleState(hitObject);
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