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Rename GameplaySkinComponentLookup -> SkinComponentLookup

This commit is contained in:
Dean Herbert 2024-08-22 18:42:38 +09:00
parent f37cab0c6e
commit 36b4013fa6
No known key found for this signature in database
15 changed files with 35 additions and 41 deletions

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@ -5,7 +5,7 @@ using osu.Game.Skinning;
namespace osu.Game.Rulesets.Catch namespace osu.Game.Rulesets.Catch
{ {
public class CatchSkinComponentLookup : GameplaySkinComponentLookup<CatchSkinComponents> public class CatchSkinComponentLookup : SkinComponentLookup<CatchSkinComponents>
{ {
public CatchSkinComponentLookup(CatchSkinComponents component) public CatchSkinComponentLookup(CatchSkinComponents component)
: base(component) : base(component)

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@ -5,7 +5,7 @@ using osu.Game.Skinning;
namespace osu.Game.Rulesets.Mania namespace osu.Game.Rulesets.Mania
{ {
public class ManiaSkinComponentLookup : GameplaySkinComponentLookup<ManiaSkinComponents> public class ManiaSkinComponentLookup : SkinComponentLookup<ManiaSkinComponents>
{ {
/// <summary> /// <summary>
/// Creates a new <see cref="ManiaSkinComponentLookup"/>. /// Creates a new <see cref="ManiaSkinComponentLookup"/>.

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@ -59,7 +59,7 @@ namespace osu.Game.Rulesets.Mania.Skinning.Argon
return null; return null;
case GameplaySkinComponentLookup<HitResult> resultComponent: case SkinComponentLookup<HitResult> resultComponent:
// This should eventually be moved to a skin setting, when supported. // This should eventually be moved to a skin setting, when supported.
if (Skin is ArgonProSkin && resultComponent.Component >= HitResult.Great) if (Skin is ArgonProSkin && resultComponent.Component >= HitResult.Great)
return Drawable.Empty(); return Drawable.Empty();

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@ -114,7 +114,7 @@ namespace osu.Game.Rulesets.Mania.Skinning.Legacy
return null; return null;
case GameplaySkinComponentLookup<HitResult> resultComponent: case SkinComponentLookup<HitResult> resultComponent:
return getResult(resultComponent.Component); return getResult(resultComponent.Component);
case ManiaSkinComponentLookup maniaComponent: case ManiaSkinComponentLookup maniaComponent:

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@ -5,7 +5,7 @@ using osu.Game.Skinning;
namespace osu.Game.Rulesets.Osu namespace osu.Game.Rulesets.Osu
{ {
public class OsuSkinComponentLookup : GameplaySkinComponentLookup<OsuSkinComponents> public class OsuSkinComponentLookup : SkinComponentLookup<OsuSkinComponents>
{ {
public OsuSkinComponentLookup(OsuSkinComponents component) public OsuSkinComponentLookup(OsuSkinComponents component)
: base(component) : base(component)

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@ -18,7 +18,7 @@ namespace osu.Game.Rulesets.Osu.Skinning.Argon
{ {
switch (lookup) switch (lookup)
{ {
case GameplaySkinComponentLookup<HitResult> resultComponent: case SkinComponentLookup<HitResult> resultComponent:
HitResult result = resultComponent.Component; HitResult result = resultComponent.Component;
// This should eventually be moved to a skin setting, when supported. // 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
{ {
switch (lookup) switch (lookup)
{ {
case GameplaySkinComponentLookup<HitResult> resultComponent: case SkinComponentLookup<HitResult> resultComponent:
HitResult result = resultComponent.Component; HitResult result = resultComponent.Component;
switch (result) switch (result)

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@ -18,7 +18,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Argon
{ {
switch (lookup) switch (lookup)
{ {
case GameplaySkinComponentLookup<HitResult> resultComponent: case SkinComponentLookup<HitResult> resultComponent:
// This should eventually be moved to a skin setting, when supported. // This should eventually be moved to a skin setting, when supported.
if (Skin is ArgonProSkin && resultComponent.Component >= HitResult.Great) if (Skin is ArgonProSkin && resultComponent.Component >= HitResult.Great)
return Drawable.Empty(); return Drawable.Empty();

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@ -29,7 +29,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
public override Drawable? GetDrawableComponent(ISkinComponentLookup lookup) public override Drawable? GetDrawableComponent(ISkinComponentLookup lookup)
{ {
if (lookup is GameplaySkinComponentLookup<HitResult>) if (lookup is SkinComponentLookup<HitResult>)
{ {
// if a taiko skin is providing explosion sprites, hide the judgements completely // if a taiko skin is providing explosion sprites, hide the judgements completely
if (hasExplosion.Value) if (hasExplosion.Value)

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@ -5,7 +5,7 @@ using osu.Game.Skinning;
namespace osu.Game.Rulesets.Taiko namespace osu.Game.Rulesets.Taiko
{ {
public class TaikoSkinComponentLookup : GameplaySkinComponentLookup<TaikoSkinComponents> public class TaikoSkinComponentLookup : SkinComponentLookup<TaikoSkinComponents>
{ {
public TaikoSkinComponentLookup(TaikoSkinComponents component) public TaikoSkinComponentLookup(TaikoSkinComponents component)
: base(component) : base(component)

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@ -163,7 +163,7 @@ namespace osu.Game.Rulesets.Judgements
if (JudgementBody != null) if (JudgementBody != null)
RemoveInternal(JudgementBody, true); RemoveInternal(JudgementBody, true);
AddInternal(JudgementBody = new SkinnableDrawable(new GameplaySkinComponentLookup<HitResult>(type), _ => AddInternal(JudgementBody = new SkinnableDrawable(new SkinComponentLookup<HitResult>(type), _ =>
CreateDefaultJudgement(type), confineMode: ConfineMode.NoScaling)); CreateDefaultJudgement(type), confineMode: ConfineMode.NoScaling));
JudgementBody.OnSkinChanged += () => JudgementBody.OnSkinChanged += () =>

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@ -1,28 +0,0 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Skinning
{
/// <summary>
/// A lookup type intended for use for skinnable gameplay components (not HUD level components).
/// </summary>
/// <remarks>
/// The most common usage of this class is for ruleset-specific skinning implementations, but it can also be used directly
/// (see <see cref="DrawableJudgement"/>'s usage for <see cref="HitResult"/>) where ruleset-agnostic elements are required.
/// </remarks>
/// <typeparam name="T">An enum lookup type.</typeparam>
public class GameplaySkinComponentLookup<T> : ISkinComponentLookup
where T : Enum
{
public readonly T Component;
public GameplaySkinComponentLookup(T component)
{
Component = component;
}
}
}

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@ -12,7 +12,7 @@ namespace osu.Game.Skinning
/// to scope particular lookup variations. Using this, a ruleset or skin implementation could make its own lookup /// to scope particular lookup variations. Using this, a ruleset or skin implementation could make its own lookup
/// type to scope away from more global contexts. /// type to scope away from more global contexts.
/// ///
/// More commonly, a ruleset could make use of <see cref="GameplaySkinComponentLookup{T}"/> to do a simple lookup based on /// More commonly, a ruleset could make use of <see cref="SkinComponentLookup{T}"/> to do a simple lookup based on
/// a provided enum. /// a provided enum.
/// </remarks> /// </remarks>
public interface ISkinComponentLookup public interface ISkinComponentLookup

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@ -426,7 +426,7 @@ namespace osu.Game.Skinning
return null; return null;
case GameplaySkinComponentLookup<HitResult> resultComponent: case SkinComponentLookup<HitResult> resultComponent:
// kind of wasteful that we throw this away, but should do for now. // kind of wasteful that we throw this away, but should do for now.
if (getJudgementAnimation(resultComponent.Component) != null) if (getJudgementAnimation(resultComponent.Component) != null)

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@ -0,0 +1,22 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
namespace osu.Game.Skinning
{
/// <summary>
/// A lookup type intended for use for skinnable components.
/// </summary>
/// <typeparam name="T">An enum lookup type.</typeparam>
public class SkinComponentLookup<T> : ISkinComponentLookup
where T : Enum
{
public readonly T Component;
public SkinComponentLookup(T component)
{
Component = component;
}
}
}