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Merge branch 'master' into applydefaults-cancellation
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@ -49,10 +49,15 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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? new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.CentreHit), _ => new CentreHitCirclePiece(), confineMode: ConfineMode.ScaleToFit)
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: new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.RimHit), _ => new RimHitCirclePiece(), confineMode: ConfineMode.ScaleToFit);
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protected override IEnumerable<HitSampleInfo> GetSamples()
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public override IEnumerable<HitSampleInfo> GetSamples()
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{
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// normal and claps are always handled by the drum (see DrumSampleMapping).
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var samples = HitObject.Samples.Where(s => s.Name != HitSampleInfo.HIT_NORMAL && s.Name != HitSampleInfo.HIT_CLAP);
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// in addition, whistles are excluded as they are an alternative rim marker.
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var samples = HitObject.Samples.Where(s =>
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s.Name != HitSampleInfo.HIT_NORMAL
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&& s.Name != HitSampleInfo.HIT_CLAP
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&& s.Name != HitSampleInfo.HIT_WHISTLE);
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if (HitObject.Type == HitType.Rim && HitObject.IsStrong)
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{
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@ -166,7 +166,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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}
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// Most osu!taiko hitsounds are managed by the drum (see DrumSampleMapping).
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protected override IEnumerable<HitSampleInfo> GetSamples() => Enumerable.Empty<HitSampleInfo>();
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public override IEnumerable<HitSampleInfo> GetSamples() => Enumerable.Empty<HitSampleInfo>();
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protected abstract SkinnableDrawable CreateMainPiece();
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