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https://github.com/ppy/osu.git
synced 2025-03-23 02:57:25 +08:00
implement hidden (mostly)
some things work and others don't, I dunno
This commit is contained in:
parent
f5d4ed2a22
commit
4c2554595e
@ -11,9 +11,10 @@ using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.UI;
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using OpenTK;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Framework.Graphics;
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namespace osu.Game.Rulesets.Osu.Mods
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{
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@ -24,7 +25,6 @@ namespace osu.Game.Rulesets.Osu.Mods
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public class OsuModEasy : ModEasy
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{
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}
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public class OsuModHidden : ModHidden, IApplicableToDrawableHitObjects
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@ -32,9 +32,54 @@ namespace osu.Game.Rulesets.Osu.Mods
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public override string Description => @"Play with no approach circles and fading notes for a slight score advantage.";
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public override double ScoreMultiplier => 1.06;
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private const double fade_in_speed_multiplier = 0.6;
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private const double fade_out_speed_multiplier = 0.3;
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private float preEmpt => DrawableOsuHitObject.TIME_PREEMPT;
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public void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
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{
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foreach (var d in drawables.OfType<DrawableOsuHitObject>())
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d.ApplyCustomUpdateState += customSequence;
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}
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private void customSequence(DrawableHitObject drawable, ArmedState state)
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{
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if (!(drawable is DrawableOsuHitObject d))
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return;
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//var duration = (d.HitObject as IHasEndTime)?.Duration ?? 0;
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var fadeInTime = d.HitObject.StartTime - preEmpt;
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var fadeIn = d.HitObject.StartTime - preEmpt * fade_in_speed_multiplier - fadeInTime;
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var fadeOutTime = fadeInTime + fadeIn;
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var fadeOut = d.HitObject.StartTime - preEmpt * fade_out_speed_multiplier - fadeOutTime;
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d.FadeIn = fadeIn;
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using (drawable.BeginAbsoluteSequence(fadeInTime))
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{
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switch (drawable)
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{
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case DrawableHitCircle circle:
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circle.ApproachCircle.FadeOut();
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circle.LifetimeEnd = circle.HitObject.StartTime + Math.Max(fadeOut, circle.HitObject.HitWindowFor(HitResult.Miss));
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using (circle.BeginDelayedSequence(fadeIn))
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circle.FadeOut(fadeOut);
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break;
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case DrawableSlider slider:
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slider.InitialCircle.ApplyCustomUpdateState += customSequence;
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//using (slider.BeginDelayedSequence(fadeIn))
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// slider.Body.FadeOut(duration, Easing.Out);
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break;
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case DrawableSpinner spinner:
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spinner.Disc.FadeOut();
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spinner.Ticks.FadeOut();
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spinner.Background.FadeOut();
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break;
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}
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}
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}
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}
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@ -57,11 +102,6 @@ namespace osu.Game.Rulesets.Osu.Mods
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slider.ControlPoints = newControlPoints;
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slider.Curve?.Calculate(); // Recalculate the slider curve
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}
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public void ApplyToHitObjects(RulesetContainer<OsuHitObject> rulesetContainer)
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{
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}
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}
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public class OsuModSuddenDeath : ModSuddenDeath
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@ -102,7 +142,6 @@ namespace osu.Game.Rulesets.Osu.Mods
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public class OsuModPerfect : ModPerfect
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{
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}
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public class OsuModSpunOut : Mod
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@ -6,7 +6,6 @@ using osu.Framework.Graphics;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects.Drawables.Pieces;
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using OpenTK;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Osu.Judgements;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
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@ -48,7 +47,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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},
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number = new NumberPiece
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{
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Text = h is Spinner ? "S" : (HitObject.ComboIndex + 1).ToString(),
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Text = (HitObject.ComboIndex + 1).ToString(),
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},
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ring = new RingPiece(),
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flash = new FlashPiece(),
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@ -88,25 +87,23 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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base.UpdatePreemptState();
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ApproachCircle.FadeIn(Math.Min(TIME_FADEIN * 2, TIME_PREEMPT));
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ApproachCircle.FadeIn(Math.Min(FadeIn * 2, TIME_PREEMPT));
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ApproachCircle.ScaleTo(1.1f, TIME_PREEMPT);
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}
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protected override void UpdateCurrentState(ArmedState state)
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{
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double duration = ((HitObject as IHasEndTime)?.EndTime ?? HitObject.StartTime) - HitObject.StartTime;
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glow.Delay(duration).FadeOut(400);
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glow.FadeOut(400);
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switch (state)
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{
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case ArmedState.Idle:
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this.Delay(duration + TIME_PREEMPT).FadeOut(TIME_FADEOUT);
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this.Delay(TIME_PREEMPT).FadeOut(500);
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Expire(true);
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break;
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case ArmedState.Miss:
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ApproachCircle.FadeOut(50);
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this.FadeOut(TIME_FADEOUT / 5);
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this.FadeOut(100);
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Expire();
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break;
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case ArmedState.Hit:
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@ -12,7 +12,13 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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public const float TIME_PREEMPT = 600;
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public const float TIME_FADEIN = 400;
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public const float TIME_FADEOUT = 500;
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/// <summary>
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/// The number of milliseconds used to fade in.
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/// </summary>
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public double FadeIn = TIME_FADEIN;
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public override bool IsPresent => base.IsPresent || State.Value == ArmedState.Idle && Time.Current >= HitObject.StartTime - TIME_PREEMPT;
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protected DrawableOsuHitObject(OsuHitObject hitObject)
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: base(hitObject)
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@ -37,10 +43,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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}
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}
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protected virtual void UpdatePreemptState()
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{
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this.FadeIn(TIME_FADEIN);
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}
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protected virtual void UpdatePreemptState() => this.FadeIn(FadeIn);
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protected virtual void UpdateCurrentState(ArmedState state)
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{
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@ -15,25 +15,25 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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public class DrawableSlider : DrawableOsuHitObject, IDrawableHitObjectWithProxiedApproach
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{
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private readonly Slider slider;
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public readonly Slider Slider;
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private readonly DrawableHitCircle initialCircle;
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public readonly DrawableHitCircle InitialCircle;
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private readonly List<ISliderProgress> components = new List<ISliderProgress>();
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private readonly Container<DrawableSliderTick> ticks;
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private readonly Container<DrawableRepeatPoint> repeatPoints;
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private readonly SliderBody body;
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private readonly SliderBall ball;
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public readonly SliderBody Body;
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public readonly SliderBall Ball;
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public DrawableSlider(Slider s) : base(s)
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{
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slider = s;
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Slider = s;
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Children = new Drawable[]
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{
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body = new SliderBody(s)
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Body = new SliderBody(s)
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{
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AccentColour = AccentColour,
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Position = s.StackedPosition,
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@ -41,14 +41,14 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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},
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ticks = new Container<DrawableSliderTick>(),
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repeatPoints = new Container<DrawableRepeatPoint>(),
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ball = new SliderBall(s)
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Ball = new SliderBall(s)
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{
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Scale = new Vector2(s.Scale),
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AccentColour = AccentColour,
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AlwaysPresent = true,
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Alpha = 0
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},
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initialCircle = new DrawableHitCircle(new HitCircle
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InitialCircle = new DrawableHitCircle(new HitCircle
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{
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//todo: avoid creating this temporary HitCircle.
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StartTime = s.StartTime,
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@ -61,16 +61,16 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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})
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};
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components.Add(body);
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components.Add(ball);
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components.Add(Body);
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components.Add(Ball);
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AddNested(initialCircle);
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AddNested(InitialCircle);
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var repeatDuration = s.Curve.Distance / s.Velocity;
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foreach (var tick in s.NestedHitObjects.OfType<SliderTick>())
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{
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var repeatStartTime = s.StartTime + tick.RepeatIndex * repeatDuration;
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var fadeInTime = repeatStartTime + (tick.StartTime - repeatStartTime) / 2 - (tick.RepeatIndex == 0 ? TIME_FADEIN : TIME_FADEIN / 2);
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var fadeInTime = repeatStartTime + (tick.StartTime - repeatStartTime) / 2 - (tick.RepeatIndex == 0 ? FadeIn : FadeIn / 2);
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var fadeOutTime = repeatStartTime + repeatDuration;
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var drawableTick = new DrawableSliderTick(tick)
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@ -87,7 +87,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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foreach (var repeatPoint in s.NestedHitObjects.OfType<RepeatPoint>())
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{
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var repeatStartTime = s.StartTime + repeatPoint.RepeatIndex * repeatDuration;
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var fadeInTime = repeatStartTime + (repeatPoint.StartTime - repeatStartTime) / 2 - (repeatPoint.RepeatIndex == 0 ? TIME_FADEIN : TIME_FADEIN / 2);
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var fadeInTime = repeatStartTime + (repeatPoint.StartTime - repeatStartTime) / 2 - (repeatPoint.RepeatIndex == 0 ? FadeIn : FadeIn / 2);
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var fadeOutTime = repeatStartTime + repeatDuration;
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var drawableRepeatPoint = new DrawableRepeatPoint(repeatPoint, this)
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@ -109,41 +109,41 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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base.Update();
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Tracking = ball.Tracking;
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Tracking = Ball.Tracking;
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double progress = MathHelper.Clamp((Time.Current - slider.StartTime) / slider.Duration, 0, 1);
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double progress = MathHelper.Clamp((Time.Current - Slider.StartTime) / Slider.Duration, 0, 1);
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int repeat = slider.RepeatAt(progress);
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progress = slider.ProgressAt(progress);
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int repeat = Slider.RepeatAt(progress);
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progress = Slider.ProgressAt(progress);
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if (repeat > currentRepeat)
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{
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if (repeat < slider.RepeatCount && ball.Tracking)
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if (repeat < Slider.RepeatCount && Ball.Tracking)
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PlaySamples();
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currentRepeat = repeat;
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}
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//todo: we probably want to reconsider this before adding scoring, but it looks and feels nice.
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if (!initialCircle.Judgements.Any(j => j.IsHit))
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initialCircle.Position = slider.Curve.PositionAt(progress);
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if (!InitialCircle.Judgements.Any(j => j.IsHit))
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InitialCircle.Position = Slider.Curve.PositionAt(progress);
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foreach (var c in components) c.UpdateProgress(progress, repeat);
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foreach (var t in ticks.Children) t.Tracking = ball.Tracking;
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foreach (var t in ticks.Children) t.Tracking = Ball.Tracking;
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}
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protected override void CheckForJudgements(bool userTriggered, double timeOffset)
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{
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if (!userTriggered && Time.Current >= slider.EndTime)
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if (!userTriggered && Time.Current >= Slider.EndTime)
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{
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var judgementsCount = ticks.Children.Count + repeatPoints.Children.Count + 1;
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var judgementsHit = ticks.Children.Count(t => t.Judgements.Any(j => j.IsHit)) + repeatPoints.Children.Count(t => t.Judgements.Any(j => j.IsHit));
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if (initialCircle.Judgements.Any(j => j.IsHit))
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if (InitialCircle.Judgements.Any(j => j.IsHit))
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judgementsHit++;
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var hitFraction = (double)judgementsHit / judgementsCount;
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if (hitFraction == 1 && initialCircle.Judgements.Any(j => j.Result == HitResult.Great))
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if (hitFraction == 1 && InitialCircle.Judgements.Any(j => j.Result == HitResult.Great))
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AddJudgement(new OsuJudgement { Result = HitResult.Great });
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else if (hitFraction >= 0.5 && initialCircle.Judgements.Any(j => j.Result >= HitResult.Good))
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else if (hitFraction >= 0.5 && InitialCircle.Judgements.Any(j => j.Result >= HitResult.Good))
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AddJudgement(new OsuJudgement { Result = HitResult.Good });
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else if (hitFraction > 0)
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AddJudgement(new OsuJudgement { Result = HitResult.Meh });
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@ -154,22 +154,22 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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protected override void UpdateCurrentState(ArmedState state)
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{
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ball.FadeIn();
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Ball.FadeIn();
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using (BeginDelayedSequence(slider.Duration, true))
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using (BeginDelayedSequence(Slider.Duration, true))
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{
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body.FadeOut(160);
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ball.FadeOut(160);
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Body.FadeOut(160);
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Ball.FadeOut(160);
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this.FadeOut(800)
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.Expire();
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}
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}
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public Drawable ProxiedLayer => initialCircle.ApproachCircle;
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public Drawable ProxiedLayer => InitialCircle.ApproachCircle;
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public override Vector2 SelectionPoint => ToScreenSpace(body.Position);
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public override Quad SelectionQuad => body.PathDrawQuad;
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public override Vector2 SelectionPoint => ToScreenSpace(Body.Position);
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public override Quad SelectionQuad => Body.PathDrawQuad;
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}
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internal interface ISliderProgress
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@ -20,13 +20,13 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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private readonly Spinner spinner;
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private readonly SpinnerDisc disc;
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private readonly SpinnerTicks ticks;
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public readonly SpinnerDisc Disc;
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public readonly SpinnerTicks Ticks;
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private readonly SpinnerSpmCounter spmCounter;
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private readonly Container mainContainer;
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private readonly SpinnerBackground background;
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public readonly SpinnerBackground Background;
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private readonly Container circleContainer;
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private readonly CirclePiece circle;
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private readonly GlowPiece glow;
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@ -84,20 +84,20 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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RelativeSizeAxes = Axes.Y,
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Children = new Drawable[]
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{
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background = new SpinnerBackground
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Background = new SpinnerBackground
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{
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Alpha = 0.6f,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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},
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disc = new SpinnerDisc(spinner)
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Disc = new SpinnerDisc(spinner)
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{
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Scale = Vector2.Zero,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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},
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circleContainer.CreateProxy(),
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ticks = new SpinnerTicks
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Ticks = new SpinnerTicks
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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@ -114,22 +114,22 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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};
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}
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public float Progress => MathHelper.Clamp(disc.RotationAbsolute / 360 / spinner.SpinsRequired, 0, 1);
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public float Progress => MathHelper.Clamp(Disc.RotationAbsolute / 360 / spinner.SpinsRequired, 0, 1);
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protected override void CheckForJudgements(bool userTriggered, double timeOffset)
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{
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if (Time.Current < HitObject.StartTime) return;
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if (Progress >= 1 && !disc.Complete)
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if (Progress >= 1 && !Disc.Complete)
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{
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disc.Complete = true;
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Disc.Complete = true;
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const float duration = 200;
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disc.FadeAccent(completeColour, duration);
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Disc.FadeAccent(completeColour, duration);
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background.FadeAccent(completeColour, duration);
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background.FadeOut(duration);
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Background.FadeAccent(completeColour, duration);
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Background.FadeOut(duration);
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circle.FadeColour(completeColour, duration);
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glow.FadeColour(completeColour, duration);
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@ -153,20 +153,20 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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normalColour = baseColour;
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background.AccentColour = normalColour;
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Background.AccentColour = normalColour;
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completeColour = colours.YellowLight.Opacity(0.75f);
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disc.AccentColour = fillColour;
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Disc.AccentColour = fillColour;
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circle.Colour = colours.BlueDark;
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glow.Colour = colours.BlueDark;
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}
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protected override void Update()
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{
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disc.Tracking = OsuActionInputManager.PressedActions.Any(x => x == OsuAction.LeftButton || x == OsuAction.RightButton);
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if (!spmCounter.IsPresent && disc.Tracking)
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spmCounter.FadeIn(TIME_FADEIN);
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Disc.Tracking = OsuActionInputManager.PressedActions.Any(x => x == OsuAction.LeftButton || x == OsuAction.RightButton);
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if (!spmCounter.IsPresent && Disc.Tracking)
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spmCounter.FadeIn(FadeIn);
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base.Update();
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}
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@ -175,14 +175,14 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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base.UpdateAfterChildren();
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circle.Rotation = disc.Rotation;
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ticks.Rotation = disc.Rotation;
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spmCounter.SetRotation(disc.RotationAbsolute);
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circle.Rotation = Disc.Rotation;
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Ticks.Rotation = Disc.Rotation;
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spmCounter.SetRotation(Disc.RotationAbsolute);
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float relativeCircleScale = spinner.Scale * circle.DrawHeight / mainContainer.DrawHeight;
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disc.ScaleTo(relativeCircleScale + (1 - relativeCircleScale) * Progress, 200, Easing.OutQuint);
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Disc.ScaleTo(relativeCircleScale + (1 - relativeCircleScale) * Progress, 200, Easing.OutQuint);
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symbol.RotateTo(disc.Rotation / 2, 500, Easing.OutQuint);
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symbol.RotateTo(Disc.Rotation / 2, 500, Easing.OutQuint);
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}
|
||||
|
||||
protected override void UpdatePreemptState()
|
||||
@ -192,7 +192,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
|
||||
circleContainer.ScaleTo(spinner.Scale * 0.3f);
|
||||
circleContainer.ScaleTo(spinner.Scale, TIME_PREEMPT / 1.4f, Easing.OutQuint);
|
||||
|
||||
disc.RotateTo(-720);
|
||||
Disc.RotateTo(-720);
|
||||
symbol.RotateTo(-720);
|
||||
|
||||
mainContainer
|
||||
|
@ -26,6 +26,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
|
||||
private const float idle_alpha = 0.2f;
|
||||
private const float tracking_alpha = 0.4f;
|
||||
|
||||
public override bool IsPresent => true; // handle input when hidden
|
||||
|
||||
public SpinnerDisc(Spinner s)
|
||||
{
|
||||
spinner = s;
|
||||
|
@ -1,11 +1,7 @@
|
||||
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using osu.Game.Rulesets.Objects.Drawables;
|
||||
|
||||
namespace osu.Game.Rulesets.Mods
|
||||
|
@ -119,6 +119,9 @@ namespace osu.Game.Rulesets.Objects.Drawables
|
||||
{
|
||||
UpdateState(state);
|
||||
|
||||
// apply any custom state overrides
|
||||
ApplyCustomUpdateState?.Invoke(this, state);
|
||||
|
||||
if (State == ArmedState.Hit)
|
||||
PlaySamples();
|
||||
};
|
||||
@ -243,6 +246,11 @@ namespace osu.Game.Rulesets.Objects.Drawables
|
||||
nestedHitObjects.Add(h);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Bind to apply a custom state which can override the default implementation.
|
||||
/// </summary>
|
||||
public event Action<DrawableHitObject, ArmedState> ApplyCustomUpdateState;
|
||||
|
||||
protected abstract void UpdateState(ArmedState state);
|
||||
}
|
||||
}
|
||||
|
@ -310,6 +310,7 @@
|
||||
<Compile Include="Overlays\Profile\Sections\Ranks\DrawableTotalScore.cs" />
|
||||
<Compile Include="Overlays\Profile\Sections\Ranks\ScoreModsContainer.cs" />
|
||||
<Compile Include="Overlays\Settings\Sections\Maintenance\DeleteAllBeatmapsDialog.cs" />
|
||||
<Compile Include="Rulesets\Mods\IApplicableToDrawableHitObject.cs" />
|
||||
<Compile Include="Screens\Select\ImportFromStablePopup.cs" />
|
||||
<Compile Include="Overlays\Settings\SettingsButton.cs" />
|
||||
<Compile Include="Rulesets\Edit\Layers\Selection\OriginHandle.cs" />
|
||||
|
Loading…
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Reference in New Issue
Block a user