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Rename and make fields readonly
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@ -31,29 +31,29 @@ namespace osu.Game.Tests.Beatmaps.Formats
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StoryboardLayer background = storyboard.Layers.FirstOrDefault(l => l.Depth == 3);
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StoryboardLayer background = storyboard.Layers.FirstOrDefault(l => l.Depth == 3);
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Assert.IsNotNull(background);
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Assert.IsNotNull(background);
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Assert.AreEqual(16, background.Elements.Count);
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Assert.AreEqual(16, background.Elements.Count);
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Assert.IsTrue(background.EnabledWhenFailing);
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Assert.IsTrue(background.VisibleWhenFailing);
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Assert.IsTrue(background.EnabledWhenPassing);
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Assert.IsTrue(background.VisibleWhenPassing);
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Assert.AreEqual("Background", background.Name);
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Assert.AreEqual("Background", background.Name);
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StoryboardLayer fail = storyboard.Layers.FirstOrDefault(l => l.Depth == 2);
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StoryboardLayer fail = storyboard.Layers.FirstOrDefault(l => l.Depth == 2);
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Assert.IsNotNull(fail);
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Assert.IsNotNull(fail);
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Assert.AreEqual(0, fail.Elements.Count);
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Assert.AreEqual(0, fail.Elements.Count);
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Assert.IsTrue(fail.EnabledWhenFailing);
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Assert.IsTrue(fail.VisibleWhenFailing);
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Assert.IsFalse(fail.EnabledWhenPassing);
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Assert.IsFalse(fail.VisibleWhenPassing);
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Assert.AreEqual("Fail", fail.Name);
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Assert.AreEqual("Fail", fail.Name);
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StoryboardLayer pass = storyboard.Layers.FirstOrDefault(l => l.Depth == 1);
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StoryboardLayer pass = storyboard.Layers.FirstOrDefault(l => l.Depth == 1);
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Assert.IsNotNull(pass);
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Assert.IsNotNull(pass);
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Assert.AreEqual(0, pass.Elements.Count);
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Assert.AreEqual(0, pass.Elements.Count);
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Assert.IsFalse(pass.EnabledWhenFailing);
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Assert.IsFalse(pass.VisibleWhenFailing);
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Assert.IsTrue(pass.EnabledWhenPassing);
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Assert.IsTrue(pass.VisibleWhenPassing);
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Assert.AreEqual("Pass", pass.Name);
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Assert.AreEqual("Pass", pass.Name);
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StoryboardLayer foreground = storyboard.Layers.FirstOrDefault(l => l.Depth == 0);
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StoryboardLayer foreground = storyboard.Layers.FirstOrDefault(l => l.Depth == 0);
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Assert.IsNotNull(foreground);
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Assert.IsNotNull(foreground);
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Assert.AreEqual(151, foreground.Elements.Count);
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Assert.AreEqual(151, foreground.Elements.Count);
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Assert.IsTrue(foreground.EnabledWhenFailing);
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Assert.IsTrue(foreground.VisibleWhenFailing);
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Assert.IsTrue(foreground.EnabledWhenPassing);
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Assert.IsTrue(foreground.VisibleWhenPassing);
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Assert.AreEqual("Foreground", foreground.Name);
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Assert.AreEqual("Foreground", foreground.Name);
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int spriteCount = background.Elements.Count(x => x.GetType() == typeof(StoryboardSprite));
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int spriteCount = background.Elements.Count(x => x.GetType() == typeof(StoryboardSprite));
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@ -75,7 +75,7 @@ namespace osu.Game.Storyboards.Drawables
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private void updateLayerVisibility()
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private void updateLayerVisibility()
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{
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{
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foreach (var layer in Children)
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foreach (var layer in Children)
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layer.Enabled = passing ? layer.Layer.EnabledWhenPassing : layer.Layer.EnabledWhenFailing;
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layer.Enabled = passing ? layer.Layer.VisibleWhenPassing : layer.Layer.VisibleWhenFailing;
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}
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}
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}
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}
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}
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}
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@ -21,7 +21,7 @@ namespace osu.Game.Storyboards.Drawables
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RelativeSizeAxes = Axes.Both;
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RelativeSizeAxes = Axes.Both;
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Anchor = Anchor.Centre;
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Anchor = Anchor.Centre;
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Origin = Anchor.Centre;
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Origin = Anchor.Centre;
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Enabled = layer.EnabledWhenPassing;
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Enabled = layer.VisibleWhenPassing;
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Masking = layer.Masking;
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Masking = layer.Masking;
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}
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}
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@ -22,8 +22,8 @@ namespace osu.Game.Storyboards
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public Storyboard()
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public Storyboard()
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{
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{
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layers.Add("Background", new StoryboardLayer("Background", 3));
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layers.Add("Background", new StoryboardLayer("Background", 3));
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layers.Add("Fail", new StoryboardLayer("Fail", 2) { EnabledWhenPassing = false, });
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layers.Add("Fail", new StoryboardLayer("Fail", 2) { VisibleWhenPassing = false, });
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layers.Add("Pass", new StoryboardLayer("Pass", 1) { EnabledWhenFailing = false, });
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layers.Add("Pass", new StoryboardLayer("Pass", 1) { VisibleWhenFailing = false, });
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layers.Add("Foreground", new StoryboardLayer("Foreground", 0));
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layers.Add("Foreground", new StoryboardLayer("Foreground", 0));
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}
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}
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@ -8,11 +8,15 @@ namespace osu.Game.Storyboards
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{
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{
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public class StoryboardLayer
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public class StoryboardLayer
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{
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{
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public string Name;
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public readonly string Name;
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public int Depth;
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public bool Masking;
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public readonly int Depth;
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public bool EnabledWhenPassing = true;
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public bool EnabledWhenFailing = true;
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public readonly bool Masking;
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public bool VisibleWhenPassing = true;
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public bool VisibleWhenFailing = true;
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public List<IStoryboardElement> Elements = new List<IStoryboardElement>();
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public List<IStoryboardElement> Elements = new List<IStoryboardElement>();
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