Add catch-specific combo counter with its legacy design

This commit is contained in:
Salman Ahmed
2020-08-03 22:13:02 +03:00
parent d6f36457a8
commit f37ba49f7f
4 changed files with 262 additions and 2 deletions

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// 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.
using osu.Framework.Graphics;
using osuTK.Graphics;
namespace osu.Game.Rulesets.Catch.UI
{
/// <summary>
/// An interface providing a set of methods to update the combo counter.
/// </summary>
public interface ICatchComboCounter : IDrawable
{
/// <summary>
/// Updates the counter to display the provided <paramref name="combo"/> as initial value.
/// The value should be immediately displayed without any animation.
/// </summary>
/// <remarks>
/// This is required for when instantiating a combo counter in middle of accumulating combo (via skin change).
/// </remarks>
/// <param name="combo">The combo value to be displayed as initial.</param>
void DisplayInitialCombo(int combo);
/// <summary>
/// Updates the counter to animate a transition from the old combo value it had to the current provided one.
/// </summary>
/// <remarks>
/// This is called regardless of whether the clock is rewinding.
/// </remarks>
/// <param name="combo">The new combo value.</param>
/// <param name="hitObjectColour">The colour of the object if hit, null on miss.</param>
void UpdateCombo(int combo, Color4? hitObjectColour);
}
}