Move Shake logic local to hitcircle/slider

This commit is contained in:
Dean Herbert
2022-09-22 14:30:01 +09:00
parent 78625fda7d
commit b844d76311
5 changed files with 53 additions and 37 deletions

View File

@ -6,12 +6,11 @@
using System;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Primitives;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Judgements;
using osu.Game.Graphics.Containers;
using osuTK;
namespace osu.Game.Rulesets.Osu.Objects.Drawables
@ -34,8 +33,6 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
/// </summary>
public Func<DrawableHitObject, double, bool> CheckHittable;
private ShakeContainer shakeContainer;
protected DrawableOsuHitObject(OsuHitObject hitObject)
: base(hitObject)
{
@ -45,12 +42,6 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
private void load()
{
Alpha = 0;
base.AddInternal(shakeContainer = new ShakeContainer
{
ShakeDuration = 30,
RelativeSizeAxes = Axes.Both
});
}
protected override void OnApply()
@ -73,18 +64,15 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
ScaleBindable.UnbindFrom(HitObject.ScaleBindable);
}
// Forward all internal management to shakeContainer.
// This is a bit ugly but we don't have the concept of InternalContent so it'll have to do for now. (https://github.com/ppy/osu-framework/issues/1690)
protected override void AddInternal(Drawable drawable) => shakeContainer.Add(drawable);
protected override void ClearInternal(bool disposeChildren = true) => shakeContainer.Clear(disposeChildren);
protected override bool RemoveInternal(Drawable drawable, bool disposeImmediately) => shakeContainer.Remove(drawable, disposeImmediately);
protected sealed override double InitialLifetimeOffset => HitObject.TimePreempt;
private OsuInputManager osuActionInputManager;
internal OsuInputManager OsuActionInputManager => osuActionInputManager ??= GetContainingInputManager() as OsuInputManager;
public virtual void Shake(double maximumLength) => shakeContainer.Shake(maximumLength);
/// <summary>
/// Shake the hit object in case it was clicked far too early or late (aka "note lock").
/// </summary>
public virtual void Shake() { }
/// <summary>
/// Causes this <see cref="DrawableOsuHitObject"/> to get missed, disregarding all conditions in implementations of <see cref="DrawableHitObject.CheckForResult"/>.