Introduce base class for hitobjects that can be strong

This commit is contained in:
Bartłomiej Dach
2020-12-13 12:36:39 +01:00
parent 1ddc896b76
commit f74567e8eb
13 changed files with 56 additions and 60 deletions

View File

@ -32,7 +32,7 @@ namespace osu.Game.Rulesets.Taiko.UI
Anchor = Anchor.TopCentre,
Origin = Anchor.TopCentre,
RelativeSizeAxes = Axes.Y,
Size = new Vector2(border_thickness, (1 - TaikoHitObject.DEFAULT_STRONG_SIZE) / 2f),
Size = new Vector2(border_thickness, (1 - TaikoStrongHitObject.DEFAULT_STRONG_SIZE) / 2f),
Alpha = 0.1f
},
new CircularContainer
@ -41,7 +41,7 @@ namespace osu.Game.Rulesets.Taiko.UI
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Size = new Vector2(TaikoHitObject.DEFAULT_STRONG_SIZE),
Size = new Vector2(TaikoStrongHitObject.DEFAULT_STRONG_SIZE),
Masking = true,
BorderColour = Color4.White,
BorderThickness = border_thickness,
@ -83,7 +83,7 @@ namespace osu.Game.Rulesets.Taiko.UI
Anchor = Anchor.BottomCentre,
Origin = Anchor.BottomCentre,
RelativeSizeAxes = Axes.Y,
Size = new Vector2(border_thickness, (1 - TaikoHitObject.DEFAULT_STRONG_SIZE) / 2f),
Size = new Vector2(border_thickness, (1 - TaikoStrongHitObject.DEFAULT_STRONG_SIZE) / 2f),
Alpha = 0.1f
},
};