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osu!Taiko touch implementation code cleanup

This commit is contained in:
Aaron Hong 2022-03-11 03:33:03 -08:00
parent 0f83308f7b
commit 1ed06f30e7
2 changed files with 15 additions and 16 deletions

View File

@ -28,21 +28,20 @@ namespace osu.Game.Rulesets.Taiko.UI
public bool OnPressed(KeyBindingPressEvent<TaikoAction> e) public bool OnPressed(KeyBindingPressEvent<TaikoAction> e)
{ {
if (e.Action == TaikoAction.LeftRim) switch (e.Action)
{ {
leftRimSampleTriggerSource.Play(HitType.Rim); case TaikoAction.LeftRim:
} leftRimSampleTriggerSource.Play(HitType.Rim);
else if (e.Action == TaikoAction.LeftCentre) break;
{ case TaikoAction.LeftCentre:
leftCentreSampleTriggerSource.Play(HitType.Centre); leftCentreSampleTriggerSource.Play(HitType.Centre);
} break;
else if (e.Action == TaikoAction.RightCentre) case TaikoAction.RightCentre:
{ rightCentreSampleTriggerSource.Play(HitType.Centre);
rightCentreSampleTriggerSource.Play(HitType.Centre); break;
} case TaikoAction.RightRim:
else if (e.Action == TaikoAction.RightRim) rightRimSampleTriggerSource.Play(HitType.Rim);
{ break;
rightRimSampleTriggerSource.Play(HitType.Rim);
} }
return false; return false;

View File

@ -23,7 +23,7 @@ namespace osu.Game.Rulesets.Taiko.UI
public class DrumTouchInputArea : Container public class DrumTouchInputArea : Container
{ {
// The percent of the drum that extends past the bottom of the screen (set to 0.0f to show the full drum) // The percent of the drum that extends past the bottom of the screen (set to 0.0f to show the full drum)
private const float overhangPercent = 0.35f; private const float offscreenPercent = 0.35f;
private InputDrum touchInputDrum; private InputDrum touchInputDrum;
private Circle drumBackground; private Circle drumBackground;
@ -68,7 +68,7 @@ namespace osu.Game.Rulesets.Taiko.UI
{ {
Padding = new MarginPadding { Padding = new MarginPadding {
Top = TaikoPlayfield.DEFAULT_HEIGHT * 2f, // Visual elements should start right below the playfield Top = TaikoPlayfield.DEFAULT_HEIGHT * 2f, // Visual elements should start right below the playfield
Bottom = -touchInputDrum.DrawHeight * overhangPercent, // The drum should go past the bottom of the screen so that it can be wider Bottom = -touchInputDrum.DrawHeight * offscreenPercent, // The drum should go past the bottom of the screen so that it can be wider
}; };
} }