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use a dictionary for sample lookups instead
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5fa9366152
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@ -25,6 +25,27 @@ namespace osu.Game.Skinning
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{
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private readonly IStorageResourceProvider resources;
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private static readonly IReadOnlyDictionary<GameplaySkinSamples, string> sample_mapping
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= new Dictionary<GameplaySkinSamples, string>
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{
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{ GameplaySkinSamples.ResultScoreTick, @"Results/score-tick" },
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{ GameplaySkinSamples.ResultBadgeTick, @"Results/badge-dink" },
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{ GameplaySkinSamples.ResultBadgeTickMax, @"Results/badge-dink-max" },
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{ GameplaySkinSamples.ResultSwooshUp, @"Results/swoosh-up" },
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{ GameplaySkinSamples.ResultRank_D, @"Results/rank-impact-fail-d" },
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{ GameplaySkinSamples.ResultRank_B, @"Results/rank-impact-fail" },
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{ GameplaySkinSamples.ResultRank_C, @"Results/rank-impact-fail" },
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{ GameplaySkinSamples.ResultRank_A, @"Results/rank-impact-pass" },
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{ GameplaySkinSamples.ResultRank_S, @"Results/rank-impact-pass" },
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{ GameplaySkinSamples.ResultRank_SS, @"Results/rank-impact-pass-ss" },
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{ GameplaySkinSamples.ResultApplause_D, @"Results/applause-d" },
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{ GameplaySkinSamples.ResultApplause_B, @"Results/applause-b" },
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{ GameplaySkinSamples.ResultApplause_C, @"Results/applause-c" },
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{ GameplaySkinSamples.ResultApplause_A, @"Results/applause-a" },
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{ GameplaySkinSamples.ResultApplause_S, @"Results/applause-s" },
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{ GameplaySkinSamples.ResultApplause_SS, @"Results/applause-s" }
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};
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public DefaultSkin(IStorageResourceProvider resources)
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: this(SkinInfo.Default, resources)
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{
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@ -60,56 +81,8 @@ namespace osu.Game.Skinning
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switch (component)
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{
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case GameplaySkinComponent<GameplaySkinSamples> sample:
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switch (sample.Component)
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{
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case GameplaySkinSamples.ResultScoreTick:
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return new DrawableSample(GetSample(new SampleInfo("Results/score-tick")));
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case GameplaySkinSamples.ResultBadgeTick:
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return new DrawableSample(GetSample(new SampleInfo("Results/badge-dink")));
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case GameplaySkinSamples.ResultBadgeTickMax:
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return new DrawableSample(GetSample(new SampleInfo("Results/badge-dink-max")));
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case GameplaySkinSamples.ResultSwooshUp:
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return new DrawableSample(GetSample(new SampleInfo("Results/swoosh-up")));
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case GameplaySkinSamples.ResultRank_D:
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return new DrawableSample(GetSample(new SampleInfo("Results/rank-impact-fail-d")));
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case GameplaySkinSamples.ResultRank_B:
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return new DrawableSample(GetSample(new SampleInfo("Results/rank-impact-fail")));
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case GameplaySkinSamples.ResultRank_C:
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return new DrawableSample(GetSample(new SampleInfo("Results/rank-impact-fail")));
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case GameplaySkinSamples.ResultRank_A:
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return new DrawableSample(GetSample(new SampleInfo("Results/rank-impact-pass")));
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case GameplaySkinSamples.ResultRank_S:
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return new DrawableSample(GetSample(new SampleInfo("Results/rank-impact-pass")));
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case GameplaySkinSamples.ResultRank_SS:
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return new DrawableSample(GetSample(new SampleInfo("Results/rank-impact-pass-ss")));
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case GameplaySkinSamples.ResultApplause_D:
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return new DrawableSample(GetSample(new SampleInfo("Results/applause-d")));
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case GameplaySkinSamples.ResultApplause_B:
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return new DrawableSample(GetSample(new SampleInfo("Results/applause-b")));
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case GameplaySkinSamples.ResultApplause_C:
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return new DrawableSample(GetSample(new SampleInfo("Results/applause-c")));
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case GameplaySkinSamples.ResultApplause_A:
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return new DrawableSample(GetSample(new SampleInfo("Results/applause-a")));
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case GameplaySkinSamples.ResultApplause_S:
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return new DrawableSample(GetSample(new SampleInfo("Results/applause-s")));
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case GameplaySkinSamples.ResultApplause_SS:
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return new DrawableSample(GetSample(new SampleInfo("Results/applause-s")));
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}
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if (sample_mapping.ContainsKey(sample.Component))
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return new DrawableSample(GetSample(new SampleInfo(sample_mapping[sample.Component])));
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break;
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@ -425,7 +425,7 @@ namespace osu.Game.Skinning
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case GameplaySkinSamples.ResultApplause_SS:
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if (applause != null)
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// Legacy skins don't have sounds for the result screen, but may instead have an 'applause' sound.
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// This lets a legacy skin's applause sound play instead of result screen sounds (as to not play over each other)
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// This lets a legacy skin's applause sound play instead of result screen sounds (as to not play over each other)
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return Drawable.Empty();
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break;
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