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Merge branch 'master' into result-no-gamemode-switch
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commit
3fad1c42bb
@ -37,6 +37,11 @@ namespace osu.Game.Rulesets.Osu.Mods
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var osuObject = (OsuHitObject)drawable.HitObject;
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var osuObject = (OsuHitObject)drawable.HitObject;
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Vector2 origin = drawable.Position;
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Vector2 origin = drawable.Position;
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// Wiggle the repeat points with the slider instead of independently.
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// Also fixes an issue with repeat points being positioned incorrectly.
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if (osuObject is RepeatPoint)
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return;
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Random objRand = new Random((int)osuObject.StartTime);
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Random objRand = new Random((int)osuObject.StartTime);
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// Wiggle all objects during TimePreempt
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// Wiggle all objects during TimePreempt
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@ -13,6 +13,7 @@ namespace osu.Game.Rulesets.Mods
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{
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{
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/// <summary>
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/// <summary>
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/// Applies this <see cref="IApplicableToDrawableHitObjects"/> to a list of <see cref="DrawableHitObject"/>s.
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/// Applies this <see cref="IApplicableToDrawableHitObjects"/> to a list of <see cref="DrawableHitObject"/>s.
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/// This will only be invoked with top-level <see cref="DrawableHitObject"/>s. Access <see cref="DrawableHitObject.NestedHitObjects"/> if adjusting nested objects is necessary.
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/// </summary>
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/// </summary>
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/// <param name="drawables">The list of <see cref="DrawableHitObject"/>s to apply to.</param>
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/// <param name="drawables">The list of <see cref="DrawableHitObject"/>s to apply to.</param>
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void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables);
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void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables);
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