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https://github.com/osukey/osukey.git
synced 2025-07-02 08:49:59 +09:00
Fix strong bindable changes for DrumRolls
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@ -48,12 +48,11 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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colourIdle = colours.YellowDark;
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colourIdle = colours.YellowDark;
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colourEngaged = colours.YellowDarker;
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colourEngaged = colours.YellowDarker;
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updateColour();
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Content.Add(tickContainer = new Container
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{
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Content.Add(tickContainer = new Container { RelativeSizeAxes = Axes.Both });
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RelativeSizeAxes = Axes.Both,
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Depth = float.MinValue
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if (MainPiece.Drawable is IHasAccentColour accentMain)
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});
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accentMain.AccentColour = colourIdle;
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}
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}
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protected override void LoadComplete()
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protected override void LoadComplete()
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@ -63,6 +62,12 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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OnNewResult += onNewResult;
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OnNewResult += onNewResult;
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}
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}
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protected override void RecreatePieces()
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{
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base.RecreatePieces();
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updateColour();
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}
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protected override void AddNestedHitObject(DrawableHitObject hitObject)
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protected override void AddNestedHitObject(DrawableHitObject hitObject)
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{
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{
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base.AddNestedHitObject(hitObject);
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base.AddNestedHitObject(hitObject);
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@ -1,7 +1,6 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Threading;
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using System.Threading;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Judgements;
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@ -25,11 +24,6 @@ namespace osu.Game.Rulesets.Taiko.Objects
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/// </summary>
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/// </summary>
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public int RequiredHits = 10;
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public int RequiredHits = 10;
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public override bool IsStrong
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{
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set => throw new NotSupportedException($"{nameof(Swell)} cannot be a strong hitobject.");
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}
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protected override void CreateNestedHitObjects(CancellationToken cancellationToken)
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protected override void CreateNestedHitObjects(CancellationToken cancellationToken)
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{
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{
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base.CreateNestedHitObjects(cancellationToken);
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base.CreateNestedHitObjects(cancellationToken);
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@ -34,7 +34,7 @@ namespace osu.Game.Rulesets.Taiko.Objects
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/// Whether this HitObject is a "strong" type.
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/// Whether this HitObject is a "strong" type.
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/// Strong hit objects give more points for hitting the hit object with both keys.
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/// Strong hit objects give more points for hitting the hit object with both keys.
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/// </summary>
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/// </summary>
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public virtual bool IsStrong
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public bool IsStrong
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{
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{
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get => IsStrongBindable.Value;
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get => IsStrongBindable.Value;
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set => IsStrongBindable.Value = value;
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set => IsStrongBindable.Value = value;
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@ -107,6 +107,8 @@ namespace osu.Game.Rulesets.Taiko
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h.IsStrong = false;
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h.IsStrong = false;
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break;
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break;
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}
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}
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EditorBeatmap?.UpdateHitObject(h);
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}
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}
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})
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})
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{
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{
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@ -38,7 +38,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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private Drawable outline;
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private Drawable outline;
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[Resolved(CanBeNull = true)]
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[Resolved(CanBeNull = true)]
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private EditorBeatmap editorBeatmap { get; set; }
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protected EditorBeatmap EditorBeatmap { get; private set; }
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[Resolved(CanBeNull = true)]
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[Resolved(CanBeNull = true)]
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private IEditorChangeHandler changeHandler { get; set; }
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private IEditorChangeHandler changeHandler { get; set; }
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@ -117,7 +117,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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internal void HandleSelected(SelectionBlueprint blueprint)
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internal void HandleSelected(SelectionBlueprint blueprint)
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{
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{
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selectedBlueprints.Add(blueprint);
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selectedBlueprints.Add(blueprint);
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editorBeatmap.SelectedHitObjects.Add(blueprint.HitObject);
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EditorBeatmap.SelectedHitObjects.Add(blueprint.HitObject);
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UpdateVisibility();
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UpdateVisibility();
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}
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}
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@ -129,7 +129,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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internal void HandleDeselected(SelectionBlueprint blueprint)
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internal void HandleDeselected(SelectionBlueprint blueprint)
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{
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{
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selectedBlueprints.Remove(blueprint);
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selectedBlueprints.Remove(blueprint);
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editorBeatmap.SelectedHitObjects.Remove(blueprint.HitObject);
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EditorBeatmap.SelectedHitObjects.Remove(blueprint.HitObject);
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// We don't want to update visibility if > 0, since we may be deselecting blueprints during drag-selection
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// We don't want to update visibility if > 0, since we may be deselecting blueprints during drag-selection
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if (selectedBlueprints.Count == 0)
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if (selectedBlueprints.Count == 0)
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@ -165,7 +165,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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changeHandler?.BeginChange();
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changeHandler?.BeginChange();
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foreach (var h in selectedBlueprints.ToList())
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foreach (var h in selectedBlueprints.ToList())
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editorBeatmap?.Remove(h.HitObject);
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EditorBeatmap?.Remove(h.HitObject);
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changeHandler?.EndChange();
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changeHandler?.EndChange();
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}
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}
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