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Rename fields for clarity
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@ -15,7 +15,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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{
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private FailingLayer layer;
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private readonly Bindable<bool> enabledHUD = new Bindable<bool>();
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private readonly Bindable<bool> showHealth = new Bindable<bool>();
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[Resolved]
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private OsuConfigManager config { get; set; }
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@ -27,10 +27,10 @@ namespace osu.Game.Tests.Visual.Gameplay
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{
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Child = layer = new FailingLayer();
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layer.BindHealthProcessor(new DrainingHealthProcessor(1));
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layer.HUDEnabled.BindTo(enabledHUD);
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layer.ShowHealth.BindTo(showHealth);
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});
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AddStep("enable HUDOverlay", () => enabledHUD.Value = true);
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AddStep("show health", () => showHealth.Value = true);
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AddStep("enable layer", () => config.Set(OsuSetting.FadePlayfieldWhenHealthLow, true));
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AddUntilStep("layer is visible", () => layer.IsPresent);
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}
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@ -80,19 +80,19 @@ namespace osu.Game.Tests.Visual.Gameplay
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{
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AddStep("set health to 0.10", () => layer.Current.Value = 0.1);
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AddStep("disable HUDOverlay", () => enabledHUD.Value = false);
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AddStep("don't show health", () => showHealth.Value = false);
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AddStep("disable FadePlayfieldWhenHealthLow", () => config.Set(OsuSetting.FadePlayfieldWhenHealthLow, false));
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AddUntilStep("layer fade is invisible", () => !layer.IsPresent);
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AddStep("disable HUDOverlay", () => enabledHUD.Value = false);
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AddStep("don't show health", () => showHealth.Value = false);
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AddStep("enable FadePlayfieldWhenHealthLow", () => config.Set(OsuSetting.FadePlayfieldWhenHealthLow, true));
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AddUntilStep("layer fade is invisible", () => !layer.IsPresent);
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AddStep("enable HUDOverlay", () => enabledHUD.Value = true);
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AddStep("show health", () => showHealth.Value = true);
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AddStep("disable FadePlayfieldWhenHealthLow", () => config.Set(OsuSetting.FadePlayfieldWhenHealthLow, false));
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AddUntilStep("layer fade is invisible", () => !layer.IsPresent);
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AddStep("enable HUDOverlay", () => enabledHUD.Value = true);
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AddStep("show health", () => showHealth.Value = true);
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AddStep("enable FadePlayfieldWhenHealthLow", () => config.Set(OsuSetting.FadePlayfieldWhenHealthLow, true));
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AddUntilStep("layer fade is visible", () => layer.IsPresent);
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}
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@ -31,11 +31,12 @@ namespace osu.Game.Screens.Play.HUD
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/// </summary>
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public double LowHealthThreshold = 0.20f;
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public readonly Bindable<bool> HUDEnabled = new Bindable<bool>();
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private readonly Bindable<bool> enabled = new Bindable<bool>();
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public readonly Bindable<bool> ShowHealth = new Bindable<bool>();
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private readonly Bindable<bool> fadePlayfieldWhenHealthLow = new Bindable<bool>();
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private readonly Container boxes;
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private Bindable<bool> configEnabled;
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private Bindable<bool> fadePlayfieldWhenHealthLowSetting;
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private HealthProcessor healthProcessor;
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public FailingLayer()
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@ -74,9 +75,9 @@ namespace osu.Game.Screens.Play.HUD
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{
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boxes.Colour = color.Red;
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configEnabled = config.GetBindable<bool>(OsuSetting.FadePlayfieldWhenHealthLow);
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enabled.BindValueChanged(e => TryToFade(fade_time, Easing.OutQuint, e.NewValue), true);
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HUDEnabled.BindValueChanged(e => TryToFade(fade_time, Easing.OutQuint, e.NewValue), true);
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fadePlayfieldWhenHealthLowSetting = config.GetBindable<bool>(OsuSetting.FadePlayfieldWhenHealthLow);
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fadePlayfieldWhenHealthLow.BindValueChanged(e => TryToFade(fade_time, Easing.OutQuint, e.NewValue), true);
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ShowHealth.BindValueChanged(e => TryToFade(fade_time, Easing.OutQuint, e.NewValue), true);
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}
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protected override void LoadComplete()
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@ -98,13 +99,13 @@ namespace osu.Game.Screens.Play.HUD
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if (LoadState < LoadState.Ready)
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return;
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enabled.UnbindBindings();
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fadePlayfieldWhenHealthLow.UnbindBindings();
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// Don't display ever if the ruleset is not using a draining health display.
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if (healthProcessor is DrainingHealthProcessor)
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enabled.BindTo(configEnabled);
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fadePlayfieldWhenHealthLow.BindTo(fadePlayfieldWhenHealthLowSetting);
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else
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enabled.Value = false;
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fadePlayfieldWhenHealthLow.Value = false;
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}
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/// <summary>
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@ -115,11 +116,11 @@ namespace osu.Game.Screens.Play.HUD
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/// <param name="fadeIn">True when you want to fade in, false when you want to fade out</param>
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public void TryToFade(float fadeDuration, Easing easing, bool fadeIn)
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{
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if (HUDEnabled.Value)
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if (ShowHealth.Value)
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{
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if (fadeIn)
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{
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if (enabled.Value)
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if (fadePlayfieldWhenHealthLow.Value)
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this.FadeIn(fadeDuration, easing);
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}
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else
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@ -154,7 +154,7 @@ namespace osu.Game.Screens.Play
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// start all elements hidden
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hideTargets.ForEach(d => d.Hide());
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FailingLayer.HUDEnabled.BindTo(ShowHealthbar);
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FailingLayer.ShowHealth.BindTo(ShowHealthbar);
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}
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public override void Hide() => throw new InvalidOperationException($"{nameof(HUDOverlay)} should not be hidden as it will remove the ability of a user to quit. Use {nameof(ShowHud)} instead.");
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