Make ComboEffects its own class

This commit is contained in:
Welsar55
2019-06-29 11:28:40 -05:00
parent a57218e50e
commit a22c166575
4 changed files with 44 additions and 29 deletions

View File

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Sample;
using osu.Framework.Bindables;
using osu.Framework.Graphics.Containers;
using osu.Game.Rulesets.Scoring;
using osu.Game.Skinning;
namespace osu.Game.Screens.Play
{
public class ComboEffects : CompositeDrawable
{
private SampleChannel sampleComboBreak;
public ComboEffects(ScoreProcessor processor)
{
processor.Combo.BindValueChanged(onComboChange);
}
private void onComboChange(ValueChangedEvent<int> combo)
{
if (combo.NewValue == 0 && combo.OldValue > 20)
sampleComboBreak?.Play();
}
[BackgroundDependencyLoader]
private void load(ISkinSource skin, AudioManager audio)
{
sampleComboBreak = skin.GetSample(@"Gameplay/combobreak") ?? audio.Samples.Get(@"Gameplay/combobreak");
}
}
}