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Tidy up comments
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@ -37,18 +37,20 @@ namespace osu.Game.Rulesets.Taiko.Skinning
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string prefix = ((drawableHitObject as DrawableTaikoHitObject)?.HitObject.IsStrong ?? false) ? big_hit : normal_hit;
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return skin.GetAnimation($"{prefix}{lookup}", true, false) ?? skin.GetAnimation($"{normal_hit}{lookup}", true, false);
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return skin.GetAnimation($"{prefix}{lookup}", true, false) ??
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// fallback to regular size if "big" version doesn't exist.
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skin.GetAnimation($"{normal_hit}{lookup}", true, false);
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}
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// backgroundLayer is guaranteed to exist due to the pre-check in TaikoLegacySkinTransformer
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// backgroundLayer is guaranteed to exist due to the pre-check in TaikoLegacySkinTransformer.
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AddInternal(backgroundLayer = getDrawableFor("circle"));
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var foregroundLayer = getDrawableFor("circleoverlay");
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if (foregroundLayer != null)
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AddInternal(foregroundLayer);
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// animations in taiko skins are used in a custom way (>150 combo and animating in time with beat).
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// for now just stop at first frame for sanity.
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// Animations in taiko skins are used in a custom way (>150 combo and animating in time with beat).
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// For now just stop at first frame for sanity.
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foreach (var c in InternalChildren)
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{
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(c as IFramedAnimation)?.Stop();
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@ -66,8 +68,8 @@ namespace osu.Game.Rulesets.Taiko.Skinning
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{
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base.Update();
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// not all skins (including the default osu-stable) have similar sizes for hitcircle and hitcircleoverlay.
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// this ensures they are scaled relative to each other but also match the expected DrawableHit size.
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// Not all skins (including the default osu-stable) have similar sizes for "hitcircle" and "hitcircleoverlay".
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// This ensures they are scaled relative to each other but also match the expected DrawableHit size.
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foreach (var c in InternalChildren)
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c.Scale = new Vector2(DrawWidth / 128);
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}
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