Refactor HitWindows for legibility

This commit is contained in:
Dean Herbert
2019-09-06 15:24:00 +09:00
parent fbdef97498
commit f925e781a9
57 changed files with 225 additions and 199 deletions

View File

@ -10,8 +10,8 @@ using osu.Framework.Graphics.Containers;
using osu.Framework.Input.Bindings;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects.Drawables.Pieces;
using osuTK;
using osu.Game.Rulesets.Scoring;
using osuTK;
using osu.Game.Skinning;
namespace osu.Game.Rulesets.Osu.Objects.Drawables
@ -102,7 +102,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
if (result == HitResult.None)
{
Shake(Math.Abs(timeOffset) - HitObject.HitWindows.HalfWindowFor(HitResult.Miss));
Shake(Math.Abs(timeOffset) - HitObject.HitWindows.WindowFor(HitResult.Miss));
return;
}
@ -134,7 +134,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
hitArea.HitAction = null;
// override lifetime end as FadeIn may have been changed externally, causing out expiration to be too early.
LifetimeEnd = HitObject.StartTime + HitObject.HitWindows.HalfWindowFor(HitResult.Miss);
LifetimeEnd = HitObject.StartTime + HitObject.HitWindows.WindowFor(HitResult.Miss);
break;
case ArmedState.Miss: