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Hiding follow points

This commit is contained in:
MaxOhn 2019-08-20 17:23:50 +02:00
parent 28f78f67b2
commit 30f923edde
2 changed files with 6 additions and 6 deletions

View File

@ -10,6 +10,7 @@ using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Objects.Types; using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Osu.Objects.Drawables; using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Rulesets.UI; using osu.Game.Rulesets.UI;
using osu.Game.Rulesets.Osu.UI;
namespace osu.Game.Rulesets.Osu.Mods namespace osu.Game.Rulesets.Osu.Mods
{ {
@ -29,8 +30,9 @@ namespace osu.Game.Rulesets.Osu.Mods
{ {
var drawableCursor = playfield.Cursor.ActiveCursor; var drawableCursor = playfield.Cursor.ActiveCursor;
// Avoid crowded judgment displays // Avoid crowded judgment displays and hide follow points
playfield.DisplayJudgements.Value = false; playfield.DisplayJudgements.Value = false;
(playfield as OsuPlayfield)?.ConnectionLayer.Hide();
// First move objects to new destination, then remove them from movingObjects set if they're too old // First move objects to new destination, then remove them from movingObjects set if they're too old
movingObjects.RemoveWhere(d => movingObjects.RemoveWhere(d =>
@ -81,10 +83,8 @@ namespace osu.Game.Rulesets.Osu.Mods
/* /*
* TODOs * TODOs
* - remove object timing glitches / artifacts * - remove object timing glitches / artifacts
* - remove FollowPoints
* - automate spinners * - automate spinners
* - combine with OsuModRelax (?) * - combine with OsuModRelax (?)
* - must be some way to make this more effictient
* *
*/ */
} }

View File

@ -20,7 +20,7 @@ namespace osu.Game.Rulesets.Osu.UI
{ {
private readonly ApproachCircleProxyContainer approachCircles; private readonly ApproachCircleProxyContainer approachCircles;
private readonly JudgementContainer<DrawableOsuJudgement> judgementLayer; private readonly JudgementContainer<DrawableOsuJudgement> judgementLayer;
private readonly ConnectionRenderer<OsuHitObject> connectionLayer; public readonly ConnectionRenderer<OsuHitObject> ConnectionLayer;
public static readonly Vector2 BASE_SIZE = new Vector2(512, 384); public static readonly Vector2 BASE_SIZE = new Vector2(512, 384);
@ -30,7 +30,7 @@ namespace osu.Game.Rulesets.Osu.UI
{ {
InternalChildren = new Drawable[] InternalChildren = new Drawable[]
{ {
connectionLayer = new FollowPointRenderer ConnectionLayer = new FollowPointRenderer
{ {
RelativeSizeAxes = Axes.Both, RelativeSizeAxes = Axes.Both,
Depth = 2, Depth = 2,
@ -81,7 +81,7 @@ namespace osu.Game.Rulesets.Osu.UI
public override void PostProcess() public override void PostProcess()
{ {
connectionLayer.HitObjects = HitObjectContainer.Objects.Select(d => d.HitObject).OfType<OsuHitObject>(); ConnectionLayer.HitObjects = HitObjectContainer.Objects.Select(d => d.HitObject).OfType<OsuHitObject>();
} }
private void onNewResult(DrawableHitObject judgedObject, JudgementResult result) private void onNewResult(DrawableHitObject judgedObject, JudgementResult result)