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Rename RulesetContainer to DrawableRuleset
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@ -20,7 +20,7 @@ namespace osu.Game.Rulesets.Mania.Edit
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[Cached(Type = typeof(IManiaHitObjectComposer))]
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public class ManiaHitObjectComposer : HitObjectComposer<ManiaHitObject>, IManiaHitObjectComposer
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{
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protected new ManiaEditRulesetContainer RulesetContainer { get; private set; }
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protected new DrawableManiaEditRuleset DrawableRuleset { get; private set; }
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public ManiaHitObjectComposer(Ruleset ruleset)
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: base(ruleset)
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@ -32,23 +32,23 @@ namespace osu.Game.Rulesets.Mania.Edit
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/// </summary>
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/// <param name="screenSpacePosition">The screen-space position.</param>
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/// <returns>The column which intersects with <paramref name="screenSpacePosition"/>.</returns>
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public Column ColumnAt(Vector2 screenSpacePosition) => RulesetContainer.GetColumnByPosition(screenSpacePosition);
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public Column ColumnAt(Vector2 screenSpacePosition) => DrawableRuleset.GetColumnByPosition(screenSpacePosition);
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private DependencyContainer dependencies;
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protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
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=> dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
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public int TotalColumns => ((ManiaPlayfield)RulesetContainer.Playfield).TotalColumns;
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public int TotalColumns => ((ManiaPlayfield)DrawableRuleset.Playfield).TotalColumns;
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protected override RulesetContainer<ManiaHitObject> CreateRulesetContainer(Ruleset ruleset, WorkingBeatmap beatmap)
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protected override DrawableRuleset<ManiaHitObject> CreateDrawableRuleset(Ruleset ruleset, WorkingBeatmap beatmap)
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{
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RulesetContainer = new ManiaEditRulesetContainer(ruleset, beatmap);
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DrawableRuleset = new DrawableManiaEditRuleset(ruleset, beatmap);
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// This is the earliest we can cache the scrolling info to ourselves, before masks are added to the hierarchy and inject it
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dependencies.CacheAs(RulesetContainer.ScrollingInfo);
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dependencies.CacheAs(DrawableRuleset.ScrollingInfo);
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return RulesetContainer;
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return DrawableRuleset;
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}
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protected override IReadOnlyList<HitObjectCompositionTool> CompositionTools => new HitObjectCompositionTool[]
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