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mirror of https://github.com/ppy/osu.git synced 2025-01-12 11:42:54 +08:00

Update naming

This commit is contained in:
Dean Herbert 2020-07-22 19:53:45 +09:00
parent 798bf05038
commit 2c62b23d85
6 changed files with 11 additions and 20 deletions

View File

@ -35,11 +35,11 @@ namespace osu.Game.Rulesets.Catch.Replays
}
}
public override void GetPendingInputs(List<IInput> input)
public override void CollectPendingInputs(List<IInput> inputs)
{
if (!Position.HasValue) return;
input.Add(new CatchReplayState
inputs.Add(new CatchReplayState
{
PressedActions = CurrentFrame?.Actions ?? new List<CatchAction>(),
CatcherX = Position.Value

View File

@ -18,9 +18,9 @@ namespace osu.Game.Rulesets.Mania.Replays
protected override bool IsImportant(ManiaReplayFrame frame) => frame.Actions.Any();
public override void GetPendingInputs(List<IInput> input)
public override void CollectPendingInputs(List<IInput> inputs)
{
input.Add(new ReplayState<ManiaAction> { PressedActions = CurrentFrame?.Actions ?? new List<ManiaAction>() });
inputs.Add(new ReplayState<ManiaAction> { PressedActions = CurrentFrame?.Actions ?? new List<ManiaAction>() });
}
}
}

View File

@ -36,19 +36,10 @@ namespace osu.Game.Rulesets.Osu.Replays
}
}
public override void GetPendingInputs(List<IInput> input)
public override void CollectPendingInputs(List<IInput> inputs)
{
input.Add(
new MousePositionAbsoluteInput
{
Position = GamefieldToScreenSpace(Position ?? Vector2.Zero)
});
input.Add(
new ReplayState<OsuAction>
{
PressedActions = CurrentFrame?.Actions ?? new List<OsuAction>()
});
;
inputs.Add(new MousePositionAbsoluteInput { Position = GamefieldToScreenSpace(Position ?? Vector2.Zero) });
inputs.Add(new ReplayState<OsuAction> { PressedActions = CurrentFrame?.Actions ?? new List<OsuAction>() });
}
}
}

View File

@ -18,9 +18,9 @@ namespace osu.Game.Rulesets.Taiko.Replays
protected override bool IsImportant(TaikoReplayFrame frame) => frame.Actions.Any();
public override void GetPendingInputs(List<IInput> input)
public override void CollectPendingInputs(List<IInput> inputs)
{
input.Add(new ReplayState<TaikoAction> { PressedActions = CurrentFrame?.Actions ?? new List<TaikoAction>() });
inputs.Add(new ReplayState<TaikoAction> { PressedActions = CurrentFrame?.Actions ?? new List<TaikoAction>() });
}
}
}

View File

@ -173,7 +173,7 @@ namespace osu.Game.Tests.Visual.Gameplay
{
}
public override void GetPendingInputs(List<IInput> inputs)
public override void CollectPendingInputs(List<IInput> inputs)
{
inputs.Add(new MousePositionAbsoluteInput { Position = GamefieldToScreenSpace(CurrentFrame?.Position ?? Vector2.Zero) });
inputs.Add(new ReplayState<TestAction> { PressedActions = CurrentFrame?.Actions ?? new List<TestAction>() });

View File

@ -113,7 +113,7 @@ namespace osu.Game.Tests.Visual.Gameplay
{
}
public override void GetPendingInputs(List<IInput> inputs)
public override void CollectPendingInputs(List<IInput> inputs)
{
inputs.Add(new MousePositionAbsoluteInput { Position = GamefieldToScreenSpace(CurrentFrame?.Position ?? Vector2.Zero) });
inputs.Add(new ReplayState<TestAction> { PressedActions = CurrentFrame?.Actions ?? new List<TestAction>() });