Hook up beatmap object density to progress display.

This commit is contained in:
Dean Herbert
2017-04-14 17:58:30 +09:00
parent 6421f040dd
commit acd7a5b254
5 changed files with 40 additions and 15 deletions

View File

@ -63,9 +63,7 @@ namespace osu.Game.Screens.Play
[BackgroundDependencyLoader]
private void load(AudioManager audio, BeatmapDatabase beatmaps, OsuConfigManager config)
{
var beatmap = Beatmap.Beatmap;
if (beatmap.BeatmapInfo?.Mode > PlayMode.Taiko)
if (Beatmap.Beatmap.BeatmapInfo?.Mode > PlayMode.Taiko)
{
//we only support osu! mode for now because the hitobject parsing is crappy and needs a refactor.
Exit();
@ -125,7 +123,8 @@ namespace osu.Game.Screens.Play
hudOverlay.KeyCounter.Add(ruleset.CreateGameplayKeys());
hudOverlay.BindProcessor(scoreProcessor);
hudOverlay.BindHitRenderer(HitRenderer);
hudOverlay.Progress.Hide();
hudOverlay.Progress.Objects = HitRenderer.Objects;
//bind HitRenderer to ScoreProcessor and ourselves (for a pass situation)
HitRenderer.OnAllJudged += onCompletion;