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Merge pull request #28332 from peppy/cinema-mod-overlay-hiding
Fix cinema mod not hiding playfield skin layer
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commit
525663fc27
@ -36,6 +36,8 @@ namespace osu.Game.Rulesets.Mods
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{
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{
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overlay.ShowHud.Value = false;
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overlay.ShowHud.Value = false;
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overlay.ShowHud.Disabled = true;
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overlay.ShowHud.Disabled = true;
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overlay.PlayfieldSkinLayer.Hide();
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}
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}
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public void ApplyToPlayer(Player player)
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public void ApplyToPlayer(Player player)
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@ -109,7 +109,10 @@ namespace osu.Game.Screens.Play
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private readonly List<Drawable> hideTargets;
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private readonly List<Drawable> hideTargets;
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private readonly Drawable playfieldComponents;
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/// <summary>
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/// The container for skin components attached to <see cref="SkinComponentsContainerLookup.TargetArea.Playfield"/>
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/// </summary>
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internal readonly Drawable PlayfieldSkinLayer;
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public HUDOverlay([CanBeNull] DrawableRuleset drawableRuleset, IReadOnlyList<Mod> mods, bool alwaysShowLeaderboard = true)
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public HUDOverlay([CanBeNull] DrawableRuleset drawableRuleset, IReadOnlyList<Mod> mods, bool alwaysShowLeaderboard = true)
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{
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{
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@ -129,7 +132,7 @@ namespace osu.Game.Screens.Play
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drawableRuleset != null
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drawableRuleset != null
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? (rulesetComponents = new HUDComponentsContainer(drawableRuleset.Ruleset.RulesetInfo) { AlwaysPresent = true, })
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? (rulesetComponents = new HUDComponentsContainer(drawableRuleset.Ruleset.RulesetInfo) { AlwaysPresent = true, })
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: Empty(),
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: Empty(),
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playfieldComponents = drawableRuleset != null
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PlayfieldSkinLayer = drawableRuleset != null
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? new SkinComponentsContainer(new SkinComponentsContainerLookup(SkinComponentsContainerLookup.TargetArea.Playfield, drawableRuleset.Ruleset.RulesetInfo)) { AlwaysPresent = true, }
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? new SkinComponentsContainer(new SkinComponentsContainerLookup(SkinComponentsContainerLookup.TargetArea.Playfield, drawableRuleset.Ruleset.RulesetInfo)) { AlwaysPresent = true, }
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: Empty(),
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: Empty(),
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topRightElements = new FillFlowContainer
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topRightElements = new FillFlowContainer
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@ -247,10 +250,10 @@ namespace osu.Game.Screens.Play
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{
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{
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Quad playfieldScreenSpaceDrawQuad = drawableRuleset.Playfield.SkinnableComponentScreenSpaceDrawQuad;
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Quad playfieldScreenSpaceDrawQuad = drawableRuleset.Playfield.SkinnableComponentScreenSpaceDrawQuad;
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playfieldComponents.Position = ToLocalSpace(playfieldScreenSpaceDrawQuad.TopLeft);
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PlayfieldSkinLayer.Position = ToLocalSpace(playfieldScreenSpaceDrawQuad.TopLeft);
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playfieldComponents.Width = (ToLocalSpace(playfieldScreenSpaceDrawQuad.TopRight) - ToLocalSpace(playfieldScreenSpaceDrawQuad.TopLeft)).Length;
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PlayfieldSkinLayer.Width = (ToLocalSpace(playfieldScreenSpaceDrawQuad.TopRight) - ToLocalSpace(playfieldScreenSpaceDrawQuad.TopLeft)).Length;
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playfieldComponents.Height = (ToLocalSpace(playfieldScreenSpaceDrawQuad.BottomLeft) - ToLocalSpace(playfieldScreenSpaceDrawQuad.TopLeft)).Length;
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PlayfieldSkinLayer.Height = (ToLocalSpace(playfieldScreenSpaceDrawQuad.BottomLeft) - ToLocalSpace(playfieldScreenSpaceDrawQuad.TopLeft)).Length;
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playfieldComponents.Rotation = drawableRuleset.Playfield.Rotation;
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PlayfieldSkinLayer.Rotation = drawableRuleset.Playfield.Rotation;
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}
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}
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float? lowestTopScreenSpaceLeft = null;
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float? lowestTopScreenSpaceLeft = null;
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