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rename and document virtual method
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@ -42,7 +42,7 @@ namespace osu.Game.Rulesets.Osu.UI
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[BackgroundDependencyLoader]
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[BackgroundDependencyLoader]
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private void load(Player? player)
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private void load(Player? player)
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{
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{
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if (player != null && player.ShowAnalysisSettings)
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if (player != null && player.UseAnalysisSettings)
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{
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{
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ReplayAnalysisOverlay analysisOverlay;
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ReplayAnalysisOverlay analysisOverlay;
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PlayfieldAdjustmentContainer.Add(analysisOverlay = new ReplayAnalysisOverlay(player.Score.Replay));
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PlayfieldAdjustmentContainer.Add(analysisOverlay = new ReplayAnalysisOverlay(player.Score.Replay));
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@ -104,7 +104,12 @@ namespace osu.Game.Screens.Play
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/// </summary>
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/// </summary>
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public IBindable<bool> ShowingOverlayComponents = new Bindable<bool>();
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public IBindable<bool> ShowingOverlayComponents = new Bindable<bool>();
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public virtual bool ShowAnalysisSettings => false;
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/// <summary>
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/// Whether to add <see cref="ReplayAnalysisSettings"/> to <see cref="PlayerSettingsOverlay"/>
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/// and an indicator for implementations of <see cref="DrawableRuleset"/> to put an analysis overlay
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/// on the player.
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/// </summary>
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public virtual bool UseAnalysisSettings => false;
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// Should match PlayerLoader for consistency. Cached here for the rare case we push a Player
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// Should match PlayerLoader for consistency. Cached here for the rare case we push a Player
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// without the loading screen (one such usage is the skin editor's scene library).
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// without the loading screen (one such usage is the skin editor's scene library).
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@ -331,7 +336,7 @@ namespace osu.Game.Screens.Play
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// we may want to limit this in the future to disallow rulesets from outright replacing elements the user expects to be there.
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// we may want to limit this in the future to disallow rulesets from outright replacing elements the user expects to be there.
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failAnimationContainer.Add(createOverlayComponents(Beatmap.Value));
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failAnimationContainer.Add(createOverlayComponents(Beatmap.Value));
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if (ShowAnalysisSettings)
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if (UseAnalysisSettings)
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addReplayAnalysisSettings();
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addReplayAnalysisSettings();
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if (!DrawableRuleset.AllowGameplayOverlays)
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if (!DrawableRuleset.AllowGameplayOverlays)
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@ -28,7 +28,7 @@ namespace osu.Game.Screens.Play
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{
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{
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public const double BASE_SEEK_AMOUNT = 1000;
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public const double BASE_SEEK_AMOUNT = 1000;
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public override bool ShowAnalysisSettings => true;
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public override bool UseAnalysisSettings => true;
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private readonly Func<IBeatmap, IReadOnlyList<Mod>, Score> createScore;
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private readonly Func<IBeatmap, IReadOnlyList<Mod>, Score> createScore;
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@ -18,7 +18,7 @@ namespace osu.Game.Screens.Play
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{
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{
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public abstract partial class SpectatorPlayer : Player
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public abstract partial class SpectatorPlayer : Player
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{
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{
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public override bool ShowAnalysisSettings => true;
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public override bool UseAnalysisSettings => true;
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[Resolved]
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[Resolved]
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protected SpectatorClient SpectatorClient { get; private set; } = null!;
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protected SpectatorClient SpectatorClient { get; private set; } = null!;
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