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use a dictionary for sample lookups instead

This commit is contained in:
Jamie Taylor 2021-06-04 16:41:52 +09:00
parent 5fa9366152
commit 50819ef91f
No known key found for this signature in database
GPG Key ID: 2ACFA8B6370B8C8C
2 changed files with 24 additions and 51 deletions

View File

@ -25,6 +25,27 @@ namespace osu.Game.Skinning
{
private readonly IStorageResourceProvider resources;
private static readonly IReadOnlyDictionary<GameplaySkinSamples, string> sample_mapping
= new Dictionary<GameplaySkinSamples, string>
{
{ GameplaySkinSamples.ResultScoreTick, @"Results/score-tick" },
{ GameplaySkinSamples.ResultBadgeTick, @"Results/badge-dink" },
{ GameplaySkinSamples.ResultBadgeTickMax, @"Results/badge-dink-max" },
{ GameplaySkinSamples.ResultSwooshUp, @"Results/swoosh-up" },
{ GameplaySkinSamples.ResultRank_D, @"Results/rank-impact-fail-d" },
{ GameplaySkinSamples.ResultRank_B, @"Results/rank-impact-fail" },
{ GameplaySkinSamples.ResultRank_C, @"Results/rank-impact-fail" },
{ GameplaySkinSamples.ResultRank_A, @"Results/rank-impact-pass" },
{ GameplaySkinSamples.ResultRank_S, @"Results/rank-impact-pass" },
{ GameplaySkinSamples.ResultRank_SS, @"Results/rank-impact-pass-ss" },
{ GameplaySkinSamples.ResultApplause_D, @"Results/applause-d" },
{ GameplaySkinSamples.ResultApplause_B, @"Results/applause-b" },
{ GameplaySkinSamples.ResultApplause_C, @"Results/applause-c" },
{ GameplaySkinSamples.ResultApplause_A, @"Results/applause-a" },
{ GameplaySkinSamples.ResultApplause_S, @"Results/applause-s" },
{ GameplaySkinSamples.ResultApplause_SS, @"Results/applause-s" }
};
public DefaultSkin(IStorageResourceProvider resources)
: this(SkinInfo.Default, resources)
{
@ -60,56 +81,8 @@ namespace osu.Game.Skinning
switch (component)
{
case GameplaySkinComponent<GameplaySkinSamples> sample:
switch (sample.Component)
{
case GameplaySkinSamples.ResultScoreTick:
return new DrawableSample(GetSample(new SampleInfo("Results/score-tick")));
case GameplaySkinSamples.ResultBadgeTick:
return new DrawableSample(GetSample(new SampleInfo("Results/badge-dink")));
case GameplaySkinSamples.ResultBadgeTickMax:
return new DrawableSample(GetSample(new SampleInfo("Results/badge-dink-max")));
case GameplaySkinSamples.ResultSwooshUp:
return new DrawableSample(GetSample(new SampleInfo("Results/swoosh-up")));
case GameplaySkinSamples.ResultRank_D:
return new DrawableSample(GetSample(new SampleInfo("Results/rank-impact-fail-d")));
case GameplaySkinSamples.ResultRank_B:
return new DrawableSample(GetSample(new SampleInfo("Results/rank-impact-fail")));
case GameplaySkinSamples.ResultRank_C:
return new DrawableSample(GetSample(new SampleInfo("Results/rank-impact-fail")));
case GameplaySkinSamples.ResultRank_A:
return new DrawableSample(GetSample(new SampleInfo("Results/rank-impact-pass")));
case GameplaySkinSamples.ResultRank_S:
return new DrawableSample(GetSample(new SampleInfo("Results/rank-impact-pass")));
case GameplaySkinSamples.ResultRank_SS:
return new DrawableSample(GetSample(new SampleInfo("Results/rank-impact-pass-ss")));
case GameplaySkinSamples.ResultApplause_D:
return new DrawableSample(GetSample(new SampleInfo("Results/applause-d")));
case GameplaySkinSamples.ResultApplause_B:
return new DrawableSample(GetSample(new SampleInfo("Results/applause-b")));
case GameplaySkinSamples.ResultApplause_C:
return new DrawableSample(GetSample(new SampleInfo("Results/applause-c")));
case GameplaySkinSamples.ResultApplause_A:
return new DrawableSample(GetSample(new SampleInfo("Results/applause-a")));
case GameplaySkinSamples.ResultApplause_S:
return new DrawableSample(GetSample(new SampleInfo("Results/applause-s")));
case GameplaySkinSamples.ResultApplause_SS:
return new DrawableSample(GetSample(new SampleInfo("Results/applause-s")));
}
if (sample_mapping.ContainsKey(sample.Component))
return new DrawableSample(GetSample(new SampleInfo(sample_mapping[sample.Component])));
break;

View File

@ -425,7 +425,7 @@ namespace osu.Game.Skinning
case GameplaySkinSamples.ResultApplause_SS:
if (applause != null)
// Legacy skins don't have sounds for the result screen, but may instead have an 'applause' sound.
// This lets a legacy skin's applause sound play instead of result screen sounds (as to not play over each other)
// This lets a legacy skin's applause sound play instead of result screen sounds (as to not play over each other)
return Drawable.Empty();
break;