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Rename GameplaySkinComponentLookup
-> SkinComponentLookup
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parent
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commit
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@ -5,7 +5,7 @@ using osu.Game.Skinning;
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namespace osu.Game.Rulesets.Catch
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{
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public class CatchSkinComponentLookup : GameplaySkinComponentLookup<CatchSkinComponents>
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public class CatchSkinComponentLookup : SkinComponentLookup<CatchSkinComponents>
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{
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public CatchSkinComponentLookup(CatchSkinComponents component)
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: base(component)
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@ -5,7 +5,7 @@ using osu.Game.Skinning;
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namespace osu.Game.Rulesets.Mania
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{
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public class ManiaSkinComponentLookup : GameplaySkinComponentLookup<ManiaSkinComponents>
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public class ManiaSkinComponentLookup : SkinComponentLookup<ManiaSkinComponents>
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{
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/// <summary>
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/// Creates a new <see cref="ManiaSkinComponentLookup"/>.
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@ -59,7 +59,7 @@ namespace osu.Game.Rulesets.Mania.Skinning.Argon
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return null;
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case GameplaySkinComponentLookup<HitResult> resultComponent:
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case SkinComponentLookup<HitResult> resultComponent:
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// This should eventually be moved to a skin setting, when supported.
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if (Skin is ArgonProSkin && resultComponent.Component >= HitResult.Great)
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return Drawable.Empty();
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@ -114,7 +114,7 @@ namespace osu.Game.Rulesets.Mania.Skinning.Legacy
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return null;
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case GameplaySkinComponentLookup<HitResult> resultComponent:
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case SkinComponentLookup<HitResult> resultComponent:
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return getResult(resultComponent.Component);
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case ManiaSkinComponentLookup maniaComponent:
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@ -5,7 +5,7 @@ using osu.Game.Skinning;
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namespace osu.Game.Rulesets.Osu
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{
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public class OsuSkinComponentLookup : GameplaySkinComponentLookup<OsuSkinComponents>
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public class OsuSkinComponentLookup : SkinComponentLookup<OsuSkinComponents>
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{
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public OsuSkinComponentLookup(OsuSkinComponents component)
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: base(component)
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@ -18,7 +18,7 @@ namespace osu.Game.Rulesets.Osu.Skinning.Argon
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{
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switch (lookup)
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{
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case GameplaySkinComponentLookup<HitResult> resultComponent:
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case SkinComponentLookup<HitResult> resultComponent:
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HitResult result = resultComponent.Component;
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// This should eventually be moved to a skin setting, when supported.
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@ -18,7 +18,7 @@ namespace osu.Game.Rulesets.Osu.Skinning.Default
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{
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switch (lookup)
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{
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case GameplaySkinComponentLookup<HitResult> resultComponent:
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case SkinComponentLookup<HitResult> resultComponent:
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HitResult result = resultComponent.Component;
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switch (result)
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@ -18,7 +18,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Argon
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{
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switch (lookup)
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{
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case GameplaySkinComponentLookup<HitResult> resultComponent:
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case SkinComponentLookup<HitResult> resultComponent:
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// This should eventually be moved to a skin setting, when supported.
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if (Skin is ArgonProSkin && resultComponent.Component >= HitResult.Great)
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return Drawable.Empty();
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@ -29,7 +29,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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public override Drawable? GetDrawableComponent(ISkinComponentLookup lookup)
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{
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if (lookup is GameplaySkinComponentLookup<HitResult>)
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if (lookup is SkinComponentLookup<HitResult>)
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{
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// if a taiko skin is providing explosion sprites, hide the judgements completely
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if (hasExplosion.Value)
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@ -5,7 +5,7 @@ using osu.Game.Skinning;
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namespace osu.Game.Rulesets.Taiko
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{
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public class TaikoSkinComponentLookup : GameplaySkinComponentLookup<TaikoSkinComponents>
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public class TaikoSkinComponentLookup : SkinComponentLookup<TaikoSkinComponents>
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{
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public TaikoSkinComponentLookup(TaikoSkinComponents component)
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: base(component)
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@ -163,7 +163,7 @@ namespace osu.Game.Rulesets.Judgements
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if (JudgementBody != null)
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RemoveInternal(JudgementBody, true);
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AddInternal(JudgementBody = new SkinnableDrawable(new GameplaySkinComponentLookup<HitResult>(type), _ =>
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AddInternal(JudgementBody = new SkinnableDrawable(new SkinComponentLookup<HitResult>(type), _ =>
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CreateDefaultJudgement(type), confineMode: ConfineMode.NoScaling));
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JudgementBody.OnSkinChanged += () =>
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@ -1,28 +0,0 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Skinning
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{
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/// <summary>
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/// A lookup type intended for use for skinnable gameplay components (not HUD level components).
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/// </summary>
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/// <remarks>
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/// The most common usage of this class is for ruleset-specific skinning implementations, but it can also be used directly
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/// (see <see cref="DrawableJudgement"/>'s usage for <see cref="HitResult"/>) where ruleset-agnostic elements are required.
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/// </remarks>
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/// <typeparam name="T">An enum lookup type.</typeparam>
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public class GameplaySkinComponentLookup<T> : ISkinComponentLookup
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where T : Enum
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{
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public readonly T Component;
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public GameplaySkinComponentLookup(T component)
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{
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Component = component;
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}
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}
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}
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@ -12,7 +12,7 @@ namespace osu.Game.Skinning
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/// to scope particular lookup variations. Using this, a ruleset or skin implementation could make its own lookup
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/// type to scope away from more global contexts.
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///
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/// More commonly, a ruleset could make use of <see cref="GameplaySkinComponentLookup{T}"/> to do a simple lookup based on
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/// More commonly, a ruleset could make use of <see cref="SkinComponentLookup{T}"/> to do a simple lookup based on
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/// a provided enum.
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/// </remarks>
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public interface ISkinComponentLookup
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@ -426,7 +426,7 @@ namespace osu.Game.Skinning
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return null;
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case GameplaySkinComponentLookup<HitResult> resultComponent:
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case SkinComponentLookup<HitResult> resultComponent:
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// kind of wasteful that we throw this away, but should do for now.
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if (getJudgementAnimation(resultComponent.Component) != null)
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22
osu.Game/Skinning/SkinComponentLookup.cs
Normal file
22
osu.Game/Skinning/SkinComponentLookup.cs
Normal file
@ -0,0 +1,22 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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namespace osu.Game.Skinning
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{
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/// <summary>
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/// A lookup type intended for use for skinnable components.
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/// </summary>
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/// <typeparam name="T">An enum lookup type.</typeparam>
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public class SkinComponentLookup<T> : ISkinComponentLookup
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where T : Enum
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{
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public readonly T Component;
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public SkinComponentLookup(T component)
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{
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Component = component;
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}
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}
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}
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