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refactor: hide trigger presence from content
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11d0e185b8
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@ -14,6 +14,10 @@ namespace osu.Game.Screens.Play
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protected Bindable<bool> IsCountingBindable = new BindableBool(true);
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protected Bindable<bool> IsCountingBindable = new BindableBool(true);
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private readonly Container content;
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protected override Container<Drawable> Content => content;
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protected Bindable<int> PressesCount = new BindableInt
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protected Bindable<int> PressesCount = new BindableInt
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{
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{
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MinValue = 0
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MinValue = 0
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@ -31,6 +35,21 @@ namespace osu.Game.Screens.Play
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private set => PressesCount.Value = value;
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private set => PressesCount.Value = value;
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}
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}
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protected KeyCounter(Trigger trigger)
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{
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InternalChildren = new Drawable[]
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{
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content = new Container
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{
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RelativeSizeAxes = Axes.Both
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},
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CounterTrigger = trigger,
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};
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CounterTrigger.Target = this;
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Name = trigger.Name;
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}
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protected Bindable<bool> IsLit = new BindableBool();
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protected Bindable<bool> IsLit = new BindableBool();
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public void Increment()
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public void Increment()
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@ -49,21 +68,8 @@ namespace osu.Game.Screens.Play
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CountPresses--;
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CountPresses--;
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}
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}
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protected override void LoadComplete()
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{
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Add(CounterTrigger);
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base.LoadComplete();
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}
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protected override bool Handle(UIEvent e) => CounterTrigger.TriggerEvent(e);
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protected override bool Handle(UIEvent e) => CounterTrigger.TriggerEvent(e);
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protected KeyCounter(Trigger trigger)
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{
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CounterTrigger = trigger;
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trigger.Target = this;
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Name = trigger.Name;
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}
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public abstract partial class Trigger : Component
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public abstract partial class Trigger : Component
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{
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{
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private KeyCounter? target;
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private KeyCounter? target;
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