Apply NRT to many taiko classes

This commit is contained in:
Dean Herbert
2022-11-02 17:07:19 +09:00
parent 910dd3ad01
commit bc3382f373
32 changed files with 28 additions and 93 deletions

View File

@ -1,10 +1,8 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
#nullable enable
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable disable
using System;
using JetBrains.Annotations;
using osuTK;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
@ -30,10 +28,9 @@ namespace osu.Game.Rulesets.Taiko.UI
private double? secondHitTime;
[CanBeNull]
public DrawableHitObject JudgedObject;
public DrawableHitObject? JudgedObject;
private SkinnableDrawable skinnable;
private SkinnableDrawable skinnable = null!;
/// <summary>
/// This constructor only exists to meet the <c>new()</c> type constraint of <see cref="DrawablePool{T}"/>.
@ -63,7 +60,7 @@ namespace osu.Game.Rulesets.Taiko.UI
skinnable.OnSkinChanged += runAnimation;
}
public void Apply([CanBeNull] DrawableHitObject drawableHitObject)
public void Apply(DrawableHitObject? drawableHitObject)
{
JudgedObject = drawableHitObject;
secondHitTime = null;